[logic]
active = sr_idle@wait
;[logic]
;active = sr_idle

;[sr_idle]
;on_info = {=actor_in_zone(actor_surge_hide_2) -zat_b101_heli_5_searching} sr_idle@2 %=run_tutorial(zat_b101_heli_5)%
;on_info2 = {+zat_b101_heli_5_searching} sr_idle@3

[sr_idle@2]
on_info = {!actor_in_zone(actor_surge_hide_2)} sr_idle %=stop_tutorial%
on_info2 = {!has_active_tutorial} sr_idle




[sr_idle@wait]
on_actor_inside = sr_idle@run %=run_tutorial(tutorial_sleep)%

[sr_idle@run]
on_info = {+tutorial_sleep} %-tutorial_sleep =run_tutorial(tutorial_sleep)%
on_actor_outside = {+tutorial_sleep} sr_idle@wait, sr_idle@wait %=stop_tutorial%
on_info2 = {!has_active_tutorial -sleep_active} sr_idle@wait
;on_actor_inside = {!has_active_tutorial} sr_idle@wait


;[logic]
;active = sr_idle@1
;active = sr_deimos
;[sr_idle@1]
;on_info = {!signal_rocket_flying(level_prefix_lights_signal_light)} sr_idle@2 %=launch_signal_rocket(level_prefix_lights_signal_light)%
;on_actor_inside = %=oasis_heal()%
;on_timer = 10000 | %=spawn_items()% nil
;on_info = %=create_squad(test_duty2:smart_terrain_3)% nil
;on_info = %=give_task(test_storyline_task) =give_task(test_storyline_task2)% nil
;sr_deimos
;=give_treasure(test_treasure) =add_map_spot(65000:primary_object)% nil
;%=send_tip(st_zat_a2_linker_name)%
;on_info= sr_idle@2 %=create_squad(test_freedom2:smart_terrain_2) =create_squad(test_bandit:smart_terrain_4) =create_squad(test_duty2:smart_terrain_1) =create_squad(test_monster:smart_terrain_3)%
;on_info = sr_idle@2 %=create_squad(test_monster:smart_terrain_3)%

;[sr_idle@2]
;on_info = nil
;on_timer = 25000|sr_idle@1
;on_info = {-test_info_2} sr_deimos

[sr_deimos]
on_info = {=check_deimos_phase(disable_bound:decreasing)} sr_idle@2
movement_speed = 50
growing_koef = 0.05
pp_effector = surge_shock
cam_effector = earthquake
noise_sound = pri_a28_deimos_noise_sound
heartbeet_sound = pri_a28_deimos_heartbeat
cam_effector_repeating_time = 10
health_lost = 0.1
disable_bound = 0.1
switch_lower_bound = 0.5
switch_upper_bound = 0.75


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