;Guards
[logic@zat_a2_guarder_1]
active = walker@guarder_1 
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 120

[walker@guarder_1]
path_walk = guarder_1_walk
path_look = guarder_1_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_1
combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false
out_restr = zat_a2_sr_noweap
in_restr = zat_a2_sr_light
use_camp = false
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[remark@guarder_1]
anim = threat
target = story | actor
on_info = {-zat_a2_base_guard} %+zat_a2_base_guard =play_sound(zat_a2_base_guard)%
on_game_timer = 75 | walker@guarder_1 %-zat_a2_base_guard%
combat_ignore_cond = {=npc_in_zone(zat_a2_sr_light)} true, {=check_enemy_name(bandit)} true, false
out_restr = zat_a2_sr_noweap
in_restr = zat_a2_sr_light



[logic@zat_a2_guarder_2]
active = walker@guarder_2 
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 100

[walker@guarder_2]:walker@guarder_1
path_walk = guarder_2_walk
path_look = guarder_2_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_2

[remark@guarder_2]:remark@guarder_1
on_game_timer = 75 | walker@guarder_2



[logic@zat_a2_guarder_3]
active = walker@guarder_3 
suitable = {=check_npc_name(sim_default_stalker) =npc_in_zone(zat_a2_sr_noweap) !surge_started} true
prior = 100

[walker@guarder_3]:walker@guarder_1
path_walk = guarder_3_walk
path_look = guarder_3_look
on_info = {!actor_enemy =see_actor !npc_in_zone(zat_a2_sr_light) =actor_has_weapon =actor_in_zone(zat_a2_sr_noweap) =dist_to_actor_le(35)} remark@guarder_3

[remark@guarder_3]:remark@guarder_1
on_game_timer = 75 | walker@guarder_3



;Spartacus 
[logic@zat_b7_stalker_victim_leader]
active = animpoint@zat_b7_stalker_victim_leader 
suitable = {=check_npc_name(zat_b7_stalker_victim_1) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 150

[animpoint@zat_b7_stalker_victim_leader]
reach_movement = walk_noweap
cover_name = zat_a2_sc_zat_b7_stalker_victim_leader
use_camp = false 
meet = meet@base_zat_b7_stalker_victim_leader
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@base_zat_b7_stalker_victim_leader]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false



;animpoints
[logic@zat_a2_guarder_4]
active = animpoint@guarder_4 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_guarder_5]
active = animpoint@guarder_5 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_guarder_6]
active = animpoint@guarder_6 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_1]
active = animpoint@zat_a2_animp_1 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_2]
active = animpoint@zat_a2_animp_2 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_3]
active = animpoint@zat_a2_animp_3 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_4]
active = animpoint@zat_a2_animp_4 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_5]
active = animpoint@zat_a2_animp_5 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_6]
active = animpoint@zat_a2_animp_6 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_7]
active = animpoint@zat_a2_animp_7 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_8]
active = animpoint@zat_a2_animp_8 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_9]
active = animpoint@zat_a2_animp_9 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_10]
active = animpoint@zat_a2_animp_10 
suitable = {=check_npc_name(sim_default) -zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) +zat_b14_stalkers_go_sim =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_11]
active = animpoint@zat_a2_animp_11 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_12]
active = animpoint@zat_a2_animp_12 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_13]
active = animpoint@zat_a2_animp_13 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_14]
active = animpoint@zat_a2_animp_14 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_15]
active = animpoint@zat_a2_animp_15 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_16]
active = animpoint@zat_a2_animp_16 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_17]
active = animpoint@zat_a2_animp_17 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_18]
active = animpoint@zat_a2_animp_18 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 90

[logic@zat_a2_animp_19]
active = animpoint@zat_a2_animp_19 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_20]
active = animpoint@zat_a2_animp_20 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 100

[logic@zat_a2_animp_21]
active = animpoint@zat_a2_animp_21 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} true
prior = 105

[logic@zat_a2_animp_22]
active = animpoint@zat_a2_animp_22 
suitable = {=check_npc_name(sim_default) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(stalker_raider) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(zat_b14_stalker_) =npc_in_zone(zat_a2_sr_noweap)} true, {=check_npc_name(artefact_hunter) =npc_in_zone(zat_a2_sr_noweap)} 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, {=dist_to_actor_le(3)} true, false
snd_on_use = {!dist_to_actor_le(3)} nil
meet_on_talking = false

[animpoint@zat_a2_animp_gen]
reach_movement = walk_noweap
use_camp = true
meet = meet@zat_a2_animpoint_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@zat_a2_animp_gen_reach]:animpoint@zat_a2_animp_gen
combat_ignore_keep_when_attacked = false
invulnerable = false

[animpoint@guarder_4]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_4
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_4_reached

[animpoint@guarder_5]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_5
meet = no_meet
use_camp = false
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_5_reached

[animpoint@guarder_6]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_6
meet = no_meet
use_camp = false
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@guarder_6_reached

[animpoint@zat_a2_animp_1]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_1
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_1_reached

[animpoint@zat_a2_animp_2]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_2
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_2_reached

[animpoint@zat_a2_animp_3]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_3
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_3_reached

[animpoint@zat_a2_animp_4]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_4
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_4_reached

[animpoint@zat_a2_animp_5]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_5
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_5_reached

[animpoint@zat_a2_animp_6]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_6
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_6_reached

[animpoint@zat_a2_animp_7]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_7
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_7_reached

[animpoint@zat_a2_animp_8]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_8
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_8_reached

[animpoint@zat_a2_animp_9]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_9
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_9_reached

[animpoint@zat_a2_animp_10]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_10
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_10_reached

[animpoint@zat_a2_animp_11]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_11
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_11_reached

[animpoint@zat_a2_animp_12]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_12
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_12_reached

[animpoint@zat_a2_animp_13]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_13
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_13_reached

[animpoint@zat_a2_animp_14]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_14
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_14_reached

[animpoint@zat_a2_animp_15]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_15
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_15_reached

[animpoint@zat_a2_animp_16]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_16
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_16_reached

[animpoint@zat_a2_animp_17]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_17
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_17_reached

[animpoint@zat_a2_animp_18]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_18
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_18_reached

[animpoint@zat_a2_animp_19]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_19
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_19_reached

[animpoint@zat_a2_animp_20]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_20
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_20_reached

[animpoint@zat_a2_animp_21]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_21
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_21_reached

[animpoint@zat_a2_animp_22]:animpoint@zat_a2_animp_gen_reach
cover_name = zat_a2_animpoint_22
on_info = {=npc_in_zone(zat_a2_sr_light)} animpoint@zat_a2_animp_22_reached



[animpoint@guarder_4_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_4

[animpoint@guarder_5_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_5
meet = no_meet
use_camp = false

[animpoint@guarder_6_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_sc_guarder_6
meet = no_meet
use_camp = false

[animpoint@zat_a2_animp_1_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_1

[animpoint@zat_a2_animp_2_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_2

[animpoint@zat_a2_animp_3_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_3

[animpoint@zat_a2_animp_4_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_4

[animpoint@zat_a2_animp_5_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_5

[animpoint@zat_a2_animp_6_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_6

[animpoint@zat_a2_animp_7_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_7

[animpoint@zat_a2_animp_8_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_8

[animpoint@zat_a2_animp_9_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_9

[animpoint@zat_a2_animp_10_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_10

[animpoint@zat_a2_animp_11_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_11

[animpoint@zat_a2_animp_12_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_12

[animpoint@zat_a2_animp_13_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_13

[animpoint@zat_a2_animp_14_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_14

[animpoint@zat_a2_animp_15_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_15

[animpoint@zat_a2_animp_16_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_16

[animpoint@zat_a2_animp_17_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_17

[animpoint@zat_a2_animp_18_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_18

[animpoint@zat_a2_animp_19_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_19

[animpoint@zat_a2_animp_20_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_20

[animpoint@zat_a2_animp_21_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_21

[animpoint@zat_a2_animp_22_reached]:animpoint@zat_a2_animp_gen
cover_name = zat_a2_animpoint_22
