;Meets default
[meet@def]
close_snd_hello = nil
close_snd_bye = nil
snd_on_use = nil
close_distance = 0
far_distance = 0
close_victim = nil
use = false
abuse = false



;Hits
[hit@def]
on_info = {!has_enemy =hit_by_actor =counter_greater(pri_a28_friendly_hit:7) =squad_exist(pri_a16_military_squad)} %=set_squad_enemy_to_actor(pri_a16_military_squad) +pri_a28_actor_enemy%
on_info2 = {!has_enemy =hit_by_actor !counter_greater(pri_a28_friendly_hit:7) =squad_exist(pri_a16_military_squad)} %=inc_counter(pri_a28_friendly_hit)%

;Death
[death@def]
on_info = %=stop_sound%
on_info2 = {=has_enemy =killed_by_actor !counter_greater(pri_a28_friendly_hit:7)} %=inc_counter(pri_a28_friendly_hit)%, {=killed_by_actor =squad_exist(pri_a16_military_squad)} %=set_squad_enemy_to_actor(pri_a16_military_squad) +pri_a28_actor_enemy%



;Sounds
[walker@fight]
meet = meet@def
wounded = wounded@no_wound
def_state_standing = threat_na
def_state_moving = assault
def_state_campering = hide_na
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
radius = 70
no_retreat = true
use_camp = false

[walker@ignore]:walker@fight
combat_ignore_cond = {+pri_a28_actor_enemy} false, true
combat_ignore_keep_when_attacked = true
radius = 15


[walker@kovalski_fight]:walker@fight
on_info99 = {-pri_a28_actor_enemy -pri_a28_colonel_strelok_out +pri_a28_strelok_dead} %+pri_a28_colonel_strelok_out =play_sound(pri_a28_colonel_strelok_out)%

[walker@kovalski_ignore]:walker@ignore
on_info99 = {-pri_a28_actor_enemy -pri_a28_colonel_strelok_out +pri_a28_strelok_dead} %+pri_a28_colonel_strelok_out =play_sound(pri_a28_colonel_strelok_out)%



;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
