; Reference animpoint
[animpoint@a28_def]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
cover_name = pri_a16_animp_sokolov
use_camp = false
meet = meet@a28
out_restr = pri_a16_sr_noweap
on_info = {+pri_a28_militarys_go_to_the_door} animpoint@a28_wait_near_door
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@a28]
abuse = false
use = {=actor_enemy} false, {=is_playing_sound} false, true
close_snd_hello = nil
close_snd_bye = nil
allow_break = false
trade_enable = false
close_distance = 0
close_anim = nil
far_distance = 0

;--------------------------------------

[logic@pri_a28_military_sokolov] 
suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a15_sokolov)} true
prior = 300
post_combat_time = 0, 0
active = animpoint@a28_surge

;--------------------------------------
; Waiting for surge end
[animpoint@a28_surge]:animpoint@a28_def
on_info2 = {+pri_a28_colonel_to_center_3_sound_end} animpoint@a28_ready_for_news

;--------------------------------------
; Becoming ready for fast exit from animpoint
[animpoint@a28_ready_for_news]:animpoint@a28_def
avail_animations = animpoint_sit_high_no_rnd

;--------------------------------------
; Gathering group before evacuation
[animpoint@a28_wait_near_door]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
cover_name = pri_a16_animp_vano
use_camp = false 
meet = no_meet
avail_animations = animpoint_stay_wall_no_rnd
out_restr = pri_a16_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
