[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 = smartcover@evac_comm

[smartcover@evac_comm]:walker@ignore
cover_name = pri_a28_heli_cover_33
combat_ignore_cond = true
meet = no_meet
on_game_timer = 60 | {+pri_a28_scene_end -pri_a28_commander_on_position} smartcover@evac_comm_snd %+pri_a28_commander_on_position%

[smartcover@evac_comm_snd]:smartcover@evac_comm
on_game_timer = 70 | %=play_sound(pri_a28_evac_com_ready)%
on_signal = sound_end | %+pri_a28_evac_com_ready% 
on_info = {+pri_a28_final_actor_speech_done +pri_a28_strelok_dead} walker@evac_comm_run %=play_sound(pri_a28_evac_com_scene_end_when_strelok_dead)%
on_info2 = {+pri_a28_final_actor_speech_done -pri_a28_strelok_dead} walker@evac_comm_run

[walker@evac_comm_run]:walker@ignore
path_walk = pri_a28_cutscene_commander_away
def_state_moving = sneak_run
combat_ignore_cond = true
meet = no_meet
on_game_timer = 20 | {-pri_a28_team_heli_run} %+pri_a28_team_heli_run%
on_info = {+pri_a28_show_freeplay_dialog} %=destroy_object%
