[logic] ;active = animpoint active = walker@1 ;relation = friend ;level_spot = quest_npc [animpoint] on_info = {+test_info_1} walker@1, {+test_info_2} animpoint@1 cover_name = level_prefix_smart_cover use_camp = false avail_animations = jup_b10_drunk_ravings can_select_weapon = false [walker@1] on_info = {+test_info_1} walker@2 path_walk = path_walk_3 meet = meet@1 [walker@2] on_info = {-test_info_1} walker@1 path_walk = path_walk_3 meet = meet@2 ;combat_ignore_cond = true ;combat_ignore_keep_when_attacked = true ;on_info={=is_shooting_finished} walker@2 ;invulnerable = true ;meet = meet@main ;meet = meet@minigame_crowkiller [animpoint@1] cover_name = level_prefix_smart_cover on_info = {-test_info_2} animpoint use_camp = false avail_animations = jup_b10_drunk_ravings ;combat_ignore_cond = true ;combat_ignore_keep_when_attacked = true ;on_info={!is_shooting_finished} walker@1 ;invulnerable = true ;meet = meet@after_game ;for shooting [meet@1] allow_break = false use = true [meet@2] allow_break = true use = true [meet@after_game] meet_state = 2|nil@actor meet_state_wpn = 2|nil@actor victim = 2|actor victim_wpn = 2|actor use = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit% use_wpn = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit% precond = visibility allow_break = false trade_enable = false sound_stop = agr_duty_weaponmaster_meet_bye quest_npc = true ;for crowkiller [meet@minigame_crowkiller] use_wpn = {!is_playing_sound} true, false use = {!is_playing_sound} true, false victim = 20 | actor victim_wpn = 20 | actor trade_enable = false allow_break = false meet_state = 5|nil@nil sound_start = gar_bandit_bookmaker_meet sound_stop = gar_bandit_bookmaker_meet_bye quest_npc = true