[walker@ignore]
wounded = wounded@no_wound
def_state_standing = threat_na
def_state_moving = assault
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
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



[logic]
active = walker@start

[walker@start]:walker@ignore
path_walk = pri_a28_cutscene_actor_walk
path_look = pri_a28_cutscene_actor_look
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true 
on_info = {+pri_a28_commander_on_position} smartcover@cutscene %=teleport_npc(pri_a28_cutscene_actor_walk)%

[smartcover@cutscene]:walker@ignore
cover_name = pri_a28_cutscene_actor_cover
combat_ignore_cond = true
on_info = {+pri_a28_evac_com_ready -pri_a28_strelok_dead} %=play_sound(pri_a28_actor_to_strelok)%
on_info2 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead +pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end_when_strelok_dead)%
on_info3 = {+pri_a28_evac_com_ready +pri_a28_strelok_dead -pri_a28_somebody_alive} %=play_sound(pri_a28_actor_scene_end)%
on_signal = sound_end | %+pri_a28_final_actor_speech_done%
on_info4 = {+pri_a28_team_heli_run +pri_a28_strelok_dead} walker@heli_run
on_info5 = {+pri_a28_actor_heli_run -pri_a28_strelok_dead} walker@heli_run

[walker@heli_run]:walker@ignore
path_walk = pri_a28_cutscene_actor_away
def_state_moving = sneak_run
on_game_timer = 20 | %+pri_a28_cut_1_end%
on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%
