; general section

[animpoint@zat_a2_stalker_snag]
cover_name = zat_a2_sc_zat_b33_stalker_snag
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
on_info = {+zat_b52_nimble_clear} %=destroy_object(story:zat_b33_stalker_snag)%

[meet@no_share]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
use = {=actor_enemy} false, {-zat_b33_stalker_snag_setup =dist_to_actor_le(2) =see_actor} self, {=see_actor} true, false
allow_break = false
trade_enable = false
meet_on_talking = false

[meet@tell_about_weapon]
close_anim 		= nil
far_anim 		= nil
far_victim 		= nil
close_distance  = 0
far_distance 	= 0
close_victim = actor
use = {!actor_enemy =see_actor} self, true
allow_break = false
meet_dialog = zat_b33_stalker_snag_b52_my_gun_dialog
trade_enable = false
meet_on_talking = false

[meet@share]
close_victim = actor
use = {=actor_enemy} false, {=see_actor} true, false
allow_break = false
trade_enable = false

[meet@my_weapon]
close_anim 		= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
close_snd_hello = zat_b33_stalker_snag_greeting_gun
use = false
allow_break = false
trade_enable = false

; work section

[logic@zat_b33_stalker_snag]
active = animpoint@no_share
suitable = {=check_npc_name(zat_b33_stalker_snag)} true
prior = 200

[animpoint@no_share]:animpoint@zat_a2_stalker_snag
meet = meet@no_share
on_info2 = {+zat_b33_safe_container -zat_b33_task_gived -zat_b52_reputation_task_open} %+zat_b33_task_gived =give_task(zat_b33_zaporojec)%
on_info3 = {+zat_b33_share_start} remark@share
on_info4 = {+zat_b52_reputation_task_open =actor_has_active_nimble_weapon -zat_b33_stalker_snag_b52_my_gun_dialog_done =actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon
on_info5 = {+zat_b33_refuse_task =actor_has_active_nimble_weapon -zat_b33_stalker_snag_b52_my_gun_dialog_done =actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon

[animpoint@my_weapon]:animpoint@zat_a2_stalker_snag
meet = meet@my_weapon
on_info2 = {=dist_to_actor_le(5) =actor_in_zone(zat_b52_actor_restr) !talking} animpoint@tell_about_weapon
on_info3 = {!actor_has_nimble_weapon} animpoint@no_share

[animpoint@tell_about_weapon]:animpoint@zat_a2_stalker_snag
meet = meet@tell_about_weapon
on_info2 = {+zat_b33_stalker_snag_b52_my_gun_dialog_done} animpoint@no_share
on_info3 = {!actor_in_zone(zat_b52_actor_restr)} animpoint@my_weapon
on_info4 = {!actor_has_nimble_weapon} animpoint@no_share 

[remark@share]
meet = meet@share
on_info = {-zat_b33_share_start} animpoint@no_share
on_info2 = {+zat_b52_nimble_clear} %=destroy_object(zat_b33_stalker_snag)%
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

