[logic@jup_a12_bandit_bodyguard_1]
active = walker@guard
prior = 150
suitable = {=check_npc_name(sim_default_bandit_1)} true

[walker@guard]
path_walk = bandit_bodyguard_1_walk
path_look = bandit_bodyguard_1_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
meet = meet@guard
on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {=actor_has_weapon} walker@threat
out_restr = jup_a12_sr_bandit_bodyguard

[meet@guard]
close_distance = 20
close_victim = actor
close_anim = guard
use	= false

[walker@threat]
path_walk = bandit_bodyguard_1_walk
path_look = bandit_bodyguard_1_look
combat_ignore_cond = {=check_enemy_name(jup_a12_stalker_prisoner) -jup_a12_actor_enemy_to_bandits} true
meet = meet@threat
on_actor_in_zone = jup_a12_sr_bandit_bodyguard | {!actor_has_weapon} walker@guard
on_actor_not_in_zone = jup_a12_sr_bandit_bodyguard | walker@guard
on_game_timer = 50 | %+jup_a12_actor_enemy_to_bandits%
out_restr = jup_a12_sr_bandit_bodyguard
on_info = {-jup_a12_actor_enemy_to_bandits} %=play_sound(jup_a12_bandits_bodyguard_warning_actor)%

[meet@threat]
close_distance = 20
close_victim = actor
close_anim = {!actor_has_weapon} guard, {+jup_a12_actor_enemy_to_bandits} threat_fire, threat
far_snd = {!actor_has_weapon} nil, {+jup_a12_actor_enemy_to_bandits} nil, nil
use	= false
