[logic@zat_a2_stalker_mechanic]
suitable = {=check_npc_name(zat_a2_stalker_mechanic)}
prior = 200
active = animpoint@base
can_select_weapon = false
level_spot = mechanic

[animpoint@base]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_idle
use_camp = false
out_restr = zat_a2_sr_noweap
meet = meet
on_info = {+zat_b3_tech_out =dist_to_actor_ge(20)} animpoint@sleep, {+zat_b3_tech_drinking +zat_b3_tech_out} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_couple_dose} animpoint@drinking %-zat_b3_tech_drinked_out%, {+zat_b3_tech_drinking +zat_b3_tech_have_one_dose} animpoint@drinking %-zat_b3_tech_drinked_out%
on_info2 = {+zat_b3_tech_see_produce_62 -zat_b3_tech_has_awaken -zat_b3_tech_shocked} animpoint@shocked %-zat_b3_tech_waked_up +zat_b3_tech_shocked%
on_info3 = {=dist_to_actor_ge(75)} %-zat_b3_mech_greetings%, {+zat_b3_tech_see_produce_62 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drink_no_more) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_realy_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_couple_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings}  %=play_sound(zat_b3_tech_realy_drunk) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose +zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk_discount) +zat_b3_mech_greetings%, {+zat_b3_tech_have_one_dose -zat_b3_tech_discount_1 =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_drunk) +zat_b3_mech_greetings%, {-zat_b3_tech_have_one_dose =see_actor =dist_to_actor_le(3) -zat_b3_mech_greetings} %=play_sound(zat_b3_tech_sober) +zat_b3_mech_greetings% 
on_info4 = {=dist_to_actor_ge(20)} %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out%
on_game_timer = 100 | %+zat_b3_tech_waked_up +zat_b3_tech_drinked_out% 
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
on_info5 = {=npc_talking} animpoint@short_idle

[animpoint@short_idle]:animpoint@base
avail_animations = zat_b3_tech_idle_short
on_actor_dist_ge_nvis = 10 | animpoint@base

[meet]
close_snd_hello = nil
close_snd_bye   = nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {+zat_b3_tech_waked_up +zat_b3_tech_drinked_out} true, false
allow_break = false
meet_dialog	= {+zat_b3_tech_see_produce_62 -zat_a23_actor_has_access_card_to_testing_workshop} zat_b3_stalker_tech_produce_62_start
meet_on_talking = false

[animpoint@drinking]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_drink
use_camp = false
out_restr = zat_a2_sr_noweap
on_game_timer = 37 | {-zat_b3_tech_take_dose +zat_b3_tech_out} %=play_sound(zat_b3_tech_take_third_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_couple_dose} %=play_sound(zat_b3_tech_take_second_dose) +zat_b3_tech_take_dose%, {-zat_b3_tech_take_dose +zat_b3_tech_have_one_dose} %=play_sound(zat_b3_tech_take_first_dose) +zat_b3_tech_take_dose%
on_game_timer2 = 42 | {+zat_b3_tech_out} animpoint@sleep %-zat_b3_tech_drinking -zat_b3_tech_take_dose -zat_b3_tech_waked_up%, animpoint@base %-zat_b3_tech_drinking -zat_b3_tech_take_dose%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[animpoint@sleep]
cover_name = zat_a2_sc_tech
reach_distance = 2
avail_animations = zat_b3_tech_drunk
use_camp = false
on_game_timer = 220 | %+zat_a2_mech_sleep_sound%
on_info = {-zat_b3_tech_out} animpoint@base  %-zat_a2_mech_sleep_sound%
on_info2 = {=dist_to_actor_ge(20)} %-zat_b3_mech_sleeping%, {=see_actor =dist_to_actor_le(4) -zat_b3_mech_sleeping +zat_a2_mech_sleep_sound} %=play_sound(zat_b3_tech_sleep_) +zat_b3_mech_sleeping%
meet = meet@sleep
out_restr = zat_a2_sr_noweap
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@sleep]
close_snd_hello = nil
close_snd_bye   = nil
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
snd_on_use = zat_b3_tech_no_sleep_
abuse = false
use	= false
meet_on_talking = false

[animpoint@shocked]
cover_name = zat_a2_sc_tech ;refuse
reach_distance = 2
avail_animations = zat_b3_tech_surprise
use_camp = false
out_restr = zat_a2_sr_noweap
on_game_timer = 20 | {-zat_b3_tech_see_produce_62_done} %=play_sound(zat_b3_tech_see_produce_62) +zat_b3_tech_see_produce_62_done%
on_game_timer2 = 150 | {-zat_b3_tech_surprise_anim_end} %+zat_b3_tech_surprise_anim_end%
target = story | actor
on_info = {+zat_b3_tech_surprise_anim_end -zat_b3_tech_see_produce_62_quest} animpoint@sleep %+zat_b3_tech_out -zat_b3_tech_drinking +zat_b3_tech_see_produce_62_quest%
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
