[logic@zat_b106_stalker_crab]
suitable = {=check_npc_name(zat_b106_stalker_crab)} true
prior = 200
active = animpoint@wounded ;walker@base

[animpoint@wounded]
cover_name = zat_a2_sc_zat_b106_crab_wounded
avail_animations = zat_b106_wounded_idle
meet = no_meet
on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
wounded = wounded
danger = danger
reach_distance = 50
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

;[walker@base]
;path_walk = crab_walk
;path_look = crab_look
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
;def_state_standing = lay_on_bed
;danger = danger
;meet = no_meet
;on_signal = crab_look | remark 
;on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet

;[remark]
;path_walk = crab_walk
;target = path | zat_stalker_base_smart_crab_look, 0
;anim = zat_b106_wounded_idle
;meet = no_meet
;on_info = {+zat_b106_hunt_finish -zat_b106_gonta_dead} animpoint@base, {+zat_b106_hunt_finish +zat_b106_gonta_dead} animpoint@base_no_meet
;combat_ignore_cond = true
;combat_ignore_keep_when_attacked = true
;wounded = wounded
;danger = danger

[animpoint@base]
cover_name = zat_a2_sc_zat_b106_stalker_crab
meet = meet@base
use_camp = false
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@base_no_meet]
cover_name = zat_a2_sc_zat_b106_stalker_crab
meet = no_meet
use_camp = false
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info = {!dist_to_actor_le(140) -zat_b106_free_stalker_crab} %+zat_b106_free_stalker_crab%
invulnerable = true
out_restr = zat_a2_sr_noweap
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[meet@base]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_snd_hello = nil
close_snd_bye   = nil
use = false
snd_on_use = zat_b106_garmata_refuse_talk
meet_on_talking = false

[danger]
ignore_distance = 0

[wounded]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false