[logic@smart_changer]
prior = 200
active = animpoint@rac_sound_1_walk
;active = patrol@change
suitable = true
on_hit = hit

[hit]
on_info = %+hitted%

[animpoint@a28_radio]
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
;invulnerable = true
avail_animations = animpoint_sit_high_no_rnd
use_camp = false
;out_restr = pri_a16_sr_noweap
cover_name = test_sc
reach_movement = walk
reach_distance = 1
meet = no_meet
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@rac_sound_1_walk]:animpoint@a28_radio
;on_info = {=animpoint_reached} animpoint@rac_sound_1

[animpoint@rac_sound_1]:animpoint@a28_radio
on_game_timer = 50 | animpoint@rac_sound_2 %=play_sound(pri_a28_signaller_after_surge_1)%

[animpoint@rac_sound_2]:animpoint@a28_radio
on_signal = sound_end | {-pri_a28_signaller_after_surge_1_done} %+pri_a28_signaller_after_surge_1_done%
avail_animations = pri_a28_kirillov_sit_high_radio
on_info = {+test} animpoint@rac_sound_3

[animpoint@rac_sound_3]:animpoint@a28_radio
on_game_timer = 0 | {!is_playing_sound} %=play_sound(pri_a28_signaller_after_surge_2)%
avail_animations = pri_a28_kirillov_sit_high_radio
on_signal = sound_end | %+pri_a28_signaller_after_surge_sound_end%


[patrol@change]
path_walk = change
def_state_moving = rush
on_signal = path_end | %+test_info%
commander = true
formation = back
meet = no_meet
corpse_detection_enabled = false
gather_items_enabled = false 

[animpoint@test]
cover_name = test_sc
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
avail_animations = animpoint_sit_high_weapon
on_info = {+test} animpoint@test_2
use_camp = false
;on_info2 = %=play_sound(pri_a16_base_alarm)%

[animpoint@test_2]
cover_name = test_sc
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
avail_animations = animpoint_sit_high_weapon
on_info = {-test} animpoint@test
use_camp = false



[logic@abuser_1]
active = walker@abuser_1
suitable = {=is_squad_commander} true
prior = 100

[walker@abuser_1]
path_walk = way_1
;def_state_standing = threat_na
;meet = meet@check

[meet@check]
use = {=has_enemy} false, {+info} self, true





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


[logic@wounded_1]
active = walker@abuser_1
suitable = true
prior = 100

[walker@wounded_1]
path_walk = way_1
;on_info = {-hit_1} %+hit_1 =hit_npc(self:pri_a16_way_1:bip01_head:1:95)%
;wounded = wounded@wound2

[wounded@wound2]
hp_state = 91|wounded_heavy@help_heavy
hp_state_see = 91|wounded_heavy@help_heavy
hp_victim = 91|actor
hp_cover = 91|false
hp_fight = 91|false
autoheal = false
not_for_help = true



[logic@wounded_2]
active = walker@wounded_1
suitable = true
prior = 100

[logic@wounded_3]
active = walker@wounded_1
suitable = true
prior = 100












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







[logic@abuser_2]
active = walker@abuser_2
suitable = {!is_squad_commander} true
prior = 100

[walker@abuser_2]
path_walk = way_2
path_look = way_1


[logic@walker_1]
active = walker@gogo
suitable = true
prior = 90
on_hit = hit@wound

[hit@wound]
on_info = walker@wounded 

[walker@gogo]
path_walk = way_walk

[walker@wounded]
path_walk = way_walk
wounded = wounded@wound

[wounded@wound]
hp_state = 101|wounded_heavy@help_heavy
hp_state_see = 101|wounded_heavy@help_heavy
hp_victim = 101|actor
hp_cover = 101|false
hp_fight = 101|false
autoheal = false
not_for_help = true



[logic@animp_1]
active = animpoint@zat_a2_animp_1 
suitable = {=check_npc_name(sim_default) -suitable} true
prior = 100

[logic@animp_2]
active = animpoint@zat_a2_animp_2 
suitable = {=check_npc_name(sim_default) -suitable} true
prior = 100

[meet@zat_a2_animpoint_meet]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance 	= 0
far_distance 	= 0
use = {=actor_enemy} false, true

[animpoint@zat_a2_animp_gen]
reach_movement = walk
use_camp = false
meet = meet@zat_a2_animpoint_meet
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true

[animpoint@zat_a2_animp_1]:animpoint@zat_a2_animp_gen
cover_name = smart_1_anim_2
use_camp = true

[animpoint@zat_a2_animp_2]:animpoint@zat_a2_animp_gen
cover_name = smart_1_anim_3
use_camp = true





[logic@pri_a16_medic]
suitable = {-test =check_npc_name(pri_a25_base_medic)} true
prior = 200
active = animpoint@base

[animpoint@base]
cover_name = pri_a16_animp_medic
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet

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



[logic@pri_a16_medic2]
suitable = {+test =check_npc_name(pri_a25_base_medic)} true
prior = 200
active = walker@sit

[walker@sit]
path_walk = way_1
path_look = way_2
def_state_standing = sit
meet = no_meet

[animpoint@base2]
avail_animations = pri_a22_colonel_lean_on_table_in
use_camp = false
cover_name = smart_1_anim_2
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
meet = meet@2

[meet@2]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
use = {=actor_enemy} false, true
trade_enable 	= false
allow_break 	= false








[logic@pri_a25_base_medic]
suitable = {=check_npc_name(pri_a25_base_medic)} true
prior = 200
active = walker@refrigerator

[walker@refrigerator]
meet = no_meet
path_walk = medic_walk
path_look = medic_look
on_info = {+pri_a25_antenna_destroyed} %=play_sound(pri_a25_freezer_knock)%
on_info2 = {+pri_a25_freezer_can_talk} remark@a25_timer %=stop_sound%
on_info3 = {=actor_enemy} %=actor_neutral%

[remark@a25_timer]
meet = no_meet
on_info = {=actor_enemy} %=actor_neutral%
target = story | actor
on_game_timer = 10 | remark@a25_dialog

[remark@a25_dialog]
meet = meet@pri_25
target = story | actor
on_info = {=actor_enemy} %=actor_neutral%
on_info2 = {+pri_a25_scene_end_with_kovalski_must} remark@a25_dialog_end

[remark@a25_dialog_end]
meet = no_meet
target = story | actor
on_info = {=actor_enemy} %=actor_neutral%
on_info2 = {+pri_a25_rfi_source_eliminated !talking} %=teleport_npc(pri_a16_pri_b305_medic_walk)%

[meet@pri_25]
meet_dialog = pri_a25_army_medic_freezer
use = self
allow_break = false
trade_enable = false
