[logic@jup_b19_freedom_yar]
active = animpoint@start
suitable = {=check_npc_name(jup_b19_freedom_yar)}
prior = 200
post_combat_time = 5,5
on_death = death

[animpoint@start]
cover_name = jup_a6_animpoint_yar
use_camp = false
on_info = {+jup_b19_yar_switch_smart_terrain} animpoint@back              
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded

[animpoint@back]
cover_name = jup_a6_animpoint_yar
use_camp = false
on_info = {=npc_in_zone(jup_a6_sr_light)} animpoint@back_done
combat_ignore_cond = {=npc_in_zone(jup_a6_sr_light)} true, {=check_enemy_name(jup_b19_zombied_)} true
meet = no_meet
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded

[animpoint@back_done]
cover_name = jup_a6_animpoint_yar
use_camp = false
meet = meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = jup_a6_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
wounded = wounded

[wounded]
hp_state 		= 0|wounded_heavy@help_heavy
hp_state_see 	= 0|wounded_heavy@help_heavy
hp_victim 		= 0|nil
hp_fight 		= 0|false
hp_cover		= 0|false

[meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, true
allow_break = false
trade_enable = false
meet_on_talking = false

[danger]
ignore_distance = 0


[death]
on_info = %+jup_b19_yar_enemy_or_dead%