[logic]
active = walker@stoop

[walker@threat]
path_walk = walk_6
path_look = look_6
def_state_moving1 = raid
def_state_moving2 = raid
def_state_moving3 = raid
def_state_standing = threat
combat_ignore_cond = true
on_game_timer = 100 | walker@stoop
on_info = {+cover_test_attack} patrol

[walker@stoop]
danger = danger
path_walk = walk_stoop
path_look = look_stoop
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait_na
combat_ignore_cond = true
;on_signal = stoop | animpoint@in %+test_cutscene_start%
on_game_timer = 100 | animpoint@in

[animpoint@in]
combat_ignore_cond = true
cover_name = animpoint_radio_1
meet = no_meet
avail_animations = pri_a22_colonel_lean_on_table
on_info = {+pri_a22_kovalski_speak} %=play_sound(pri_a22_colonel_about_situation)%
on_signal = sound_end | remark@talk

[remark@talk]
danger = danger
meet = no_meet
combat_ignore_cond = true
target = story | pri_a17_military_colonel_kovalski
anim = ward_noweap
on_game_timer = 15 | {-test_sound_2_play} %+test_sound_2_play =play_sound(pri_a22_colonel_about_rfi_and_lost_suad)%
on_signal = sound_end | remark@fold_arms

[remark@fold_arms]
danger = danger
meet = no_meet
combat_ignore_cond = true
target = story | pri_a17_military_colonel_kovalski
anim = fold_arms
on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)%
on_signal = sound_end | walker

[walker@fold_arms]
danger = danger
meet = no_meet
combat_ignore_cond = true
path_walk = side_walk
path_look = side_look
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = fold_arms
on_game_timer = 10 | {-test_sound_3_play} %+test_sound_3_play =play_sound(pri_a22_colonel_give_task)%
on_signal = sound_end | walker

[walker]
path_walk = walk_6
path_look = look_6
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
def_state_standing = wait
combat_ignore_cond = true

[danger]
ignore_distance = 0
