[walker@presets]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = zat_b22_stalker_medic_identified
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

[remark@presets]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = zat_b22_stalker_medic_identified
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
use_camp = false

;******************************************************
[logic@zat_b22_stalker_medic]
suitable = {=check_npc_name(zat_b22_stalker_medic)}
prior = 200
active = walker@wait
on_hit = hit
on_death = death
known_info = known_info

[known_info]
zat_b22_stalker_medic_body_searched

[hit]
on_info = {=hit_by_actor +zat_b22_actor_came_first_time} remark@go_wounded, {=hit_by_actor +zat_b22_actor_can_hurt} remark@go_wounded, %=restore_health%

[death]
on_info = %+zat_b22_stalker_medic_death =stop_sound%
on_info2 = {-zat_b22_stalker_vampire_story} %=spawn_object_in(zat_b22_medic_pda:zat_b22_stalker_medic)%

[walker@wait]:walker@presets
path_walk = zat_b22_stalker_medic_walk
path_look = zat_b22_stalker_medic_look
on_info = {-zat_b22_medic_job_tp} %+zat_b22_medic_job_tp =teleport_npc(zat_medic_home_smart_zat_b22_stalker_medic_walk)%  
on_game_timer = 60 | remark@wait
on_signal = medic_looks_body | remark@wait
show_spot = false

[remark@wait]:remark@presets
anim = zat_b22_medic_turn_idle
meet = no_meet
on_actor_in_zone = zat_b22_stalker_medic_identified | remark@meet_actor %+zat_b22_actor_came_first_time%
show_spot = false

[remark@meet_actor]:remark@presets
anim = zat_b22_medic_turn_out
on_signal = anim_end | remark@hello_actor
meet = no_meet
on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone%
on_info = {+zat_b22_stalker_vampire_story} remark@suiside 

[remark@hello_actor]:remark@presets
target = story | actor
anim = ward_noweap
on_game_timer = 30 | {-zat_b22_stalker_medic_hello_done} %=play_sound(zat_b22_stalker_medic_hello) +zat_b22_stalker_medic_hello_done%
meet = meet
on_actor_not_in_zone = zat_b22_stalker_medic_identified | remark@suiside %+zat_b22_actor_gone%
on_info = {+zat_b22_stalker_vampire_story} remark@suiside 

[remark@go_wounded]:remark@presets
meet = meet
wounded = wounded
on_actor_not_in_zone = zat_b22_stalker_medic_identified | nil %=kill_npc%
on_info = {-zat_b22_medic_goodwill} %=set_squad_goodwill(zat_b22_medic:neutral) +zat_b22_medic_goodwill%
on_info2 = {+zat_b22_stalker_vampire_story} nil %=kill_npc% 

[remark@suiside]:remark@presets
anim = zat_b22_medic_suicide
on_signal = anim_end | remark@suiside_shot
meet = no_meet

[remark@suiside_shot]:remark@presets
anim = zat_b22_medic_suicide
on_game_timer = 7 | nil %=kill_npc%
meet = no_meet

[meet]
close_distance  = 30
close_anim      = idle
close_snd_hello = nil
close_snd_bye   = nil
close_victim    = actor
use             = {+zat_b22_stalker_vampire_story} false, true
trade_enable    = false
allow_break     = false

[wounded]
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
enable_talk = true
