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255
gamedata/configs/scripts/zaton/zat_b106_stalker_gonta.ltx
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255
gamedata/configs/scripts/zaton/zat_b106_stalker_gonta.ltx
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[logic@zat_b106_stalker_gonta]
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suitable = {=check_npc_name(zat_b106_stalker_gonta)} true
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prior = 200
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active = walker@start
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[walker@start]
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path_walk = gonta_1_walk
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path_look = garmata_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {-zat_b106_start_dialogs} walker@infirmary ;%+zat_b106_start_dialogs%
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on_info2 = {+zat_b106_start_dialogs -zat_b106_hunt_finish} animpoint@base
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on_info3 = {+zat_b106_start_dialogs +zat_b106_hunt_finish} walker@ya_doma %+zat_b106_gonta_free%
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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 = zat_a2_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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def_state_moving = walk
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[walker@infirmary]
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path_walk = gonta_1_walk
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path_look = garmata_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {=actor_in_zone(zat_b106_sr_infirmary)} remark@story_ask %+zat_b106_start_dialogs%
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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 = zat_a2_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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def_state_moving = walk
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[remark@story_ask]
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anim = wait_na
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target = path | zat_stalker_base_smart_garmata_1_walk, 0
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on_info = %=play_sound(zat_b106_gonta_story_ask)%
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on_signal = sound_end | walker@story_wait %+zat_b106_gonta_story_ask_done%
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meet = no_meet
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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 = zat_a2_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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def_state_moving = walk
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[walker@story_wait]
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path_walk = gonta_1_walk
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path_look = garmata_1_walk
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def_state_standing = wait_na
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meet = no_meet
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on_info = {+zat_b106_garmata_story_reply_done} remark@story_angry
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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 = zat_a2_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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def_state_moving = walk
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[remark@story_angry]
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anim = wait_na
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target = path | zat_stalker_base_smart_garmata_1_walk, 0
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on_info = %=play_sound(zat_b106_gonta_story_angry)%
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on_signal = sound_end | walker@story_angry
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meet = no_meet
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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 = zat_a2_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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def_state_moving = walk
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[walker@story_angry]
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path_walk = gonta_1_walk
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path_look = gonta_2_look
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def_state_standing = wait_na
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meet = no_meet
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on_game_timer = 30 | remark@story_calm
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;on_signal = crab_look | remark@story_calm
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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 = zat_a2_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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def_state_moving = walk
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[remark@story_calm]
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anim = stoop_no_weap ;wait_na
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target = story | zat_b106_stalker_crab
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on_info = %=play_sound(zat_b106_gonta_story_calm)%
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on_signal = anim_end | {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%, {=actor_in_zone(zat_b106_actor_go_on)} walker@to_actor
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meet = no_meet
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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 = zat_a2_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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def_state_moving = walk
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[walker@story_calm]
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path_walk = gonta_1_walk
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path_look = gonta_1_look
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def_state_standing = wait_na
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meet = no_meet
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on_game_timer = 10 | animpoint@base
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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 = zat_a2_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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def_state_moving = walk
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[walker@to_actor]
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path_walk = gonta_1_walk
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path_look = gonta_1_look
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def_state_standing = wait_na
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meet = no_meet
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on_game_timer = 20 | {!is_playing_sound} remark@to_actor
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;on_signal = actor_look | {!is_playing_sound} remark@story_calm
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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 = zat_a2_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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def_state_moving = walk
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[remark@to_actor]
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anim = wait_na
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target = story | actor
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on_info = %=play_sound(zat_b106_gonta_to_actor)%
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on_signal = sound_end | {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%, {=actor_in_zone(zat_b106_actor_go_on)} remark@wait_actor ;walker@wait_actor
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meet = no_meet
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snd_anim_sync = true
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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 = zat_a2_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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def_state_moving = walk
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[walker@wait_actor]
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path_walk = gonta_1_walk
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path_look = gonta_1_look
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def_state_standing = wait_na
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on_game_timer = 10 | remark@wait_actor
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;on_info = {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%
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meet = no_meet
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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 = zat_a2_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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def_state_moving = walk
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[remark@wait_actor]
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anim = wait_na
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target = story | actor
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on_info = {!actor_in_zone(zat_b106_actor_go_on)} walker@story_calm %+zat_b106_gonta_story_calm_done%
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meet = meet
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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 = zat_a2_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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def_state_moving = walk
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[walker@ya_doma]
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path_walk = gonta_4_walk
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path_look = gonta_4_look
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on_signal = gonta_home | animpoint@base
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def_state_standing = guard_na
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meet = no_meet
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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 = zat_a2_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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def_state_moving = assault
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wounded = wounded
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[animpoint@base]
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cover_name = zat_a2_sc_zat_b106_stalker_gonta
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meet = meet
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use_camp = false
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;on_info = {+zat_b106_give_gonta_items -zat_b106_give_gonta_items_done} %=give_items(wpn_ak74:ammo_5.45x39_fmj) +zat_b106_give_gonta_items_done%
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;on_info2 = {+zat_b106_give_gonta_items_2 -zat_b106_give_gonta_items_2_done} %=give_items(wpn_ak74:ammo_5.45x39_fmj) +zat_b106_give_gonta_items_2_done%
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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 = zat_a2_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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[meet@idle]
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close_victim = actor
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close_distance = 5
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close_snd_hello = nil
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close_snd_bye = nil
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close_anim = wait_na
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use = {!dist_to_actor_le(3)} false, {=actor_enemy} false, true
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meet_dialog = {-zat_b106_first_dialog_done} zat_b106_stalker_gonta_info_about_soroka_start
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trade_enable = false
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allow_break = false
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abuse = true
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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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close_distance = 0
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far_distance = 0
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close_snd_hello = nil
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close_snd_bye = nil
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use = {!dist_to_actor_le(3)} false, {=actor_enemy} false, true
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meet_dialog = {-zat_b106_first_dialog_done} zat_b106_stalker_gonta_info_about_soroka_start
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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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[wounded]
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hp_state = 0|wounded_heavy@help_heavy
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hp_state_see = 0|wounded_heavy@help_heavy
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hp_victim = 0|nil
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hp_fight = 0|false
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hp_cover = 0|false
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