;Meets default [meet@def] close_snd_hello = nil close_snd_bye = nil close_distance = 0 far_distance = 0 close_victim = nil use = false abuse = false [meet@zulus_def]:meet@def snd_on_use = pas_b400_zulus_no_meet [meet@vano_def]:meet@def snd_on_use = pas_b400_vano_no_meet [meet@sokolov_def]:meet@def snd_on_use = pas_b400_sokolov_no_meet [meet@wanderer_def]:meet@def snd_on_use = pas_b400_wanderer_no_meet ;Hits [hit@zulus] on_info = {-pas_b400_zulus_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_zulus_on_enemy_hit)% on_info2 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_3) =inc_counter(pas_b400_actor_zulus_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% on_info3 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_2) =inc_counter(pas_b400_actor_zulus_hit)% on_info4 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_1) =inc_counter(pas_b400_actor_zulus_hit)% on_info5 = {=deadly_hit} %+pas_b400_zulus_dead% [hit@vano] on_info = {-pas_b400_vano_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_vano_on_enemy_hit)% on_info2 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_3) =inc_counter(pas_b400_actor_vano_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% on_info3 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_2) =inc_counter(pas_b400_actor_vano_hit)% on_info4 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_1) =inc_counter(pas_b400_actor_vano_hit)% on_info5 = {=deadly_hit} %+pas_b400_vano_dead% [hit@sokolov] on_info = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_sokolov_on_enemy_hit)% on_info2 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_3) =inc_counter(pas_b400_actor_sokolov_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% on_info3 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_2) =inc_counter(pas_b400_actor_sokolov_hit)% on_info4 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_1) =inc_counter(pas_b400_actor_sokolov_hit)% on_info5 = {=deadly_hit} %+pas_b400_sokolov_dead% [hit@wanderer] on_info = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_wanderer_on_enemy_hit)% on_info2 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_3) =inc_counter(pas_b400_actor_wanderer_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% on_info3 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_2) =inc_counter(pas_b400_actor_wanderer_hit)% on_info4 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_1) =inc_counter(pas_b400_actor_wanderer_hit)% on_info5 = {=deadly_hit} %+pas_b400_wanderer_dead% ;Death [death@zulus] on_info = %=stop_sound +pas_b400_zulus_dead +pri_a15_zulus_out% on_info2 = {!killed_by_actor} %+pas_b400_zulus_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% [death@vano] on_info = %=stop_sound +pas_b400_vano_dead +pri_a15_vano_out% on_info2 = {!killed_by_actor} %+pas_b400_vano_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% [death@sokolov] on_info = %=stop_sound +pas_b400_sokolov_dead +pri_a15_sokolov_out% on_info2 = {!killed_by_actor} %+pas_b400_sokolov_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% [death@wanderer] on_info = %=stop_sound +pas_b400_wanderer_dead +pri_a15_wanderer_out% on_info2 = {!killed_by_actor} %+pas_b400_wanderer_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy% ;Sounds [walker@zulus_def] meet = meet@zulus_def wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_zulus_about_gates)% on_info93 = {+pas_b400_zulus_idle_talk} %-pas_b400_zulus_idle_talk =play_sound(pas_b400_zulus_idle)% on_info94 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_vano)% on_info95 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_sokolov)% on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_wanderer)% on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far% on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_zulus_come_back) +pas_b400_actor_far% on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_zulus_wait_for_me) +pas_b400_actor_far% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@vano_def] meet = meet@vano_def wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_vano_about_gates)% on_info93 = {+pas_b400_vano_idle_talk} %-pas_b400_vano_idle_talk =play_sound(pas_b400_vano_idle)% on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_zulus)% on_info95 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_sokolov)% on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_wanderer)% on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far% on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_vano_come_back) +pas_b400_actor_far% on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_vano_wait_for_me) +pas_b400_actor_far% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@sokolov_def] meet = meet@sokolov_def wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_sokolov_about_gates)% on_info93 = {+pas_b400_sokolov_idle_talk} %-pas_b400_sokolov_idle_talk =play_sound(pas_b400_sokolov_idle)% on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_zulus)% on_info95 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_vano)% on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_wanderer)% on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far% on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_sokolov_come_back) +pas_b400_actor_far% on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_sokolov_wait_for_me) +pas_b400_actor_far% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [walker@wanderer_def] meet = meet@wanderer_def wounded = wounded@no_wound def_state_standing = hide_na def_state_moving = assault on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_wanderer_about_gates)% on_info93 = {+pas_b400_wanderer_idle_talk} %-pas_b400_wanderer_idle_talk =play_sound(pas_b400_wanderer_idle)% on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_zulus)% on_info95 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_vano)% on_info96 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_sokolov)% on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far% on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_wanderer_come_back) +pas_b400_actor_far% on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_wanderer_wait_for_me) +pas_b400_actor_far% gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false ;Wounded - no wounds [wounded@no_wound] hp_state = 0 | wounded_heavy@help_heavy hp_state_see = 0 | wounded_heavy@help_heavy hp_victim = 0 | nil hp_cover = 0 | false hp_fight = 0 | false