; Reference animpoint
[animpoint@a28_def]
cover_name = pri_a16_animp_4
reach_movement = walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
meet = meet@meet_snd_surge
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@meet_snd_surge]
close_snd_hello = nil
close_snd_bye 	= nil
abuse = false
use = false
snd_on_use = pri_a28_army_about_surge_2
close_distance = 0
far_distance = 0
close_anim = nil
meet_on_talking = false

[meet@meet_near_door]
close_snd_hello = nil
close_snd_bye 	= nil
abuse = false
use = false
snd_on_use = pri_a28_army_about_evacuation_2
close_distance = 0
far_distance = 0
close_anim = nil
meet_on_talking = false

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

[logic@pri_a28_military_valentyr] 
suitable = {+pri_b305_fifth_cam_end -pri_a28_update_task_cover_strelok =check_npc_name(pri_a17_military_prapor_valentyr)}
prior = 200
post_combat_time = 0, 0
active = animpoint@a28_first_theme_1

;--------------------------------------
; First theme about surge, reply
[animpoint@a28_first_theme_1]:animpoint@a28_def
on_info2 = {+pri_a28_army_surge_talk_3_first} animpoint@a28_third_theme_2, {+pri_a28_army_surge_talk_1_first} animpoint@a28_first_theme_2

[animpoint@a28_first_theme_2]:animpoint@a28_def
on_game_timer = 20 | %=play_sound(pri_a28_army_surge_talk_1_second)%
on_signal = sound_end | animpoint@a28_third_theme_1 %+pri_a28_army_surge_talk_1_done%
meet = no_meet

;--------------------------------------
; Third theme about surge, reply
[animpoint@a28_third_theme_1]:animpoint@a28_def
on_info2 = {+pri_a28_army_surge_talk_3_first} animpoint@a28_third_theme_2

[animpoint@a28_third_theme_2]:animpoint@a28_def
on_game_timer = 20 | %=play_sound(pri_a28_army_surge_talk_3_second)%
on_signal = sound_end | animpoint@a28_third_theme_3 %+pri_a28_army_surge_talk_3_done%
meet = no_meet

[animpoint@a28_third_theme_3]: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_stay_wall_no_rnd

;--------------------------------------
; Gathering group before evacuation
[animpoint@a28_wait_near_door]
cover_name = pri_a16_animp_valentyr
reach_movement = walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = pri_a16_sr_noweap
avail_animations = animpoint_stay_wall_no_rnd
meet = meet@meet_near_door
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
