[logic@pas_b400_tunnel_tushkano_1]
active = mob_walker@tunnel_tushkano_home_1
suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true
prior = 200
monster_job = true

[logic@pas_b400_tunnel_tushkano_2]
active = mob_walker@tunnel_tushkano_home_1
suitable = {=target_squad_name(pas_b400_tunnel_tushkano)} true
prior = 200
monster_job = true

[mob_walker@tunnel_tushkano_home_1]
path_walk = tushkano_home_1
combat_ignore_cond = true
on_info = {+pas_b400_downstairs_door_opened} mob_home@tunnel_tushkano_home_2

[mob_home@tunnel_tushkano_home_2]
path_home = tushkano_home_2
home_min_radius = 10
home_max_radius = 30
aggressive = true


[logic@pas_b400_snork_tunnel_2]
active = mob_walker@snork_tunnel_2_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_2)} true
prior = 200
monster_job = true

[mob_home@snork_tunnel_2_start]
path_home = snork_tunnel_2_look 
combat_ignore_cond = true
npc_friendly = true
on_info = mob_walker@snork_tunnel_2_walk %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)% 

[mob_walker@snork_tunnel_2_walk]
path_walk = snork_tunnel_2_walk 
path_look = snork_tunnel_2_look
combat_ignore_cond = true
npc_friendly = true
out_restr = pas_b400_sr_tunnel_snork_2_in
on_info = {=actor_in_zone(pas_b400_sr_tunnel_2)} mob_jump@snork_tunnel_2_jump
on_info2 = {=mob_was_hit} mob_jump@snork_tunnel_2_jump
;on_info3 = {!npc_in_zone(pas_b400_sr_tunnel_snork_2_in)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_2_walk)% 

[mob_jump@snork_tunnel_2_jump]
path_jump = snork_tunnel_2_look
ph_jump_factor = 1.0
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_2_home %+pas_b400_snork_tunnel_2_jumped%

[mob_home@snork_tunnel_2_home]
path_home = snork_tunnel_2_look
home_min_radius = 10
home_max_radius = 50
aggressive = true



[logic@pas_b400_snork_tunnel_3_1]
active = mob_walker@snork_tunnel_3_1_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
prior = 200
monster_job = true

[mob_walker@snork_tunnel_3_1_walk]
path_walk = snork_tunnel_3_1_walk
path_look = snork_tunnel_3_1_look
combat_ignore_cond = true
npc_friendly = true
on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_1_jump

[mob_jump@snork_tunnel_3_1_jump]
path_jump = snork_tunnel_3_1_look
ph_jump_factor = 1.4
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%



[logic@pas_b400_snork_tunnel_3_2]
active = mob_walker@snork_tunnel_3_2_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
prior = 200
monster_job = true

[mob_walker@snork_tunnel_3_2_walk]
path_walk = snork_tunnel_3_2_walk 
path_look = snork_tunnel_3_2_look
combat_ignore_cond = true
npc_friendly = true
on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_2_jump

[mob_jump@snork_tunnel_3_2_jump]
path_jump = snork_tunnel_3_2_look
ph_jump_factor = 1.1
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%



[logic@pas_b400_snork_tunnel_3_3]
active = mob_walker@snork_tunnel_3_3_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
prior = 200
monster_job = true

[mob_walker@snork_tunnel_3_3_walk]
path_walk = snork_tunnel_3_3_walk 
path_look = snork_tunnel_3_3_look
combat_ignore_cond = true
npc_friendly = true
on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_3_jump

[mob_jump@snork_tunnel_3_3_jump]
path_jump = snork_tunnel_3_3_look
ph_jump_factor = 0.95
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%



[logic@pas_b400_snork_tunnel_3_4]
active = mob_walker@snork_tunnel_3_4_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_3)} true
prior = 200
monster_job = true

[mob_walker@snork_tunnel_3_4_walk]
path_walk = snork_tunnel_3_4_walk 
path_look = snork_tunnel_3_4_look
combat_ignore_cond = true
npc_friendly = true
on_info = {!actor_in_zone(pas_b400_sr_tunnel_2) =actor_in_zone(pas_b400_sr_tunnel_3)} mob_jump@snork_tunnel_3_4_jump

[mob_jump@snork_tunnel_3_4_jump]
path_jump = snork_tunnel_3_4_look
ph_jump_factor = 0.95
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_3_home %+pas_b400_snork_tunnel_3_jumped%

[mob_home@snork_tunnel_3_home]
path_home = snork_tunnel_3_home
home_min_radius = 10
home_max_radius = 50
aggressive = true



[logic@pas_b400_snork_tunnel_4_1]
active = mob_walker@snork_tunnel_4_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
prior = 200
monster_job = true

[logic@pas_b400_snork_tunnel_4_2]
active = mob_walker@snork_tunnel_4_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
prior = 200
monster_job = true

[logic@pas_b400_snork_tunnel_4_3]
active = mob_walker@snork_tunnel_4_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
prior = 200
monster_job = true

[logic@pas_b400_snork_tunnel_4_4]
active = mob_walker@snork_tunnel_4_walk
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_4)} true
prior = 200
monster_job = true

[mob_walker@snork_tunnel_4_walk]
path_walk = snork_tunnel_4_walk 
path_look = snork_tunnel_4_look
out_restr = pas_b400_sr_tunnel_snork_4_in
on_signal = path_end | mob_jump@snork_tunnel_4_jump
combat_ignore_cond = true
npc_friendly = true
aggressive = false

[mob_jump@snork_tunnel_4_jump]
path_jump = snork_tunnel_4_look
ph_jump_factor = 1.3
offset = 0,0,0
on_signal = jumped | mob_home@snork_tunnel_4_home

[mob_home@snork_tunnel_4_home]
path_home = snork_tunnel_4_home
home_min_radius = 10
home_max_radius = 50
aggressive = true
out_restr = pas_b400_sr_tunnel_4, pas_b400_sr_tunnel_5
in_restr = pas_b400_sr_track_door_in



[logic@pas_b400_snork_tunnel_5_1]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_2]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_3]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_4]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_5]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_6]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[logic@pas_b400_snork_tunnel_5_7]
active = mob_home@snork_tunnel_5_home
suitable = {=is_monster_snork =target_squad_name(pas_b400_snork_tunnel_5)} true
prior = 200
monster_job = true
on_hit = hit@pas_b400_snork_tunnel_5_hit

[mob_home@snork_tunnel_5_home]
path_home = snork_tunnel_5_home
home_min_radius = 2
home_max_radius = 5
out_restr = pas_b400_sr_hall_1
in_restr = pas_b400_sr_tunnel_5, pas_b400_sr_track_door_in
aggressive = false
combat_ignore_cond = true
npc_friendly = true
on_info = {+pas_b400_tunnel_gates_started_to_open} mob_home@snork_tunnel_5_1_home
on_info2 = {-pas_b400_tunnel_button_pressed !npc_in_zone(pas_b400_sr_hall_1)} %=teleport_npc(pas_b400_tunnel_snork_tunnel_5_home)%

[mob_home@snork_tunnel_5_1_home]
path_home = snork_tunnel_5_attack
home_min_radius = 10
home_max_radius = 50
out_restr = pas_b400_sr_tunnel_5
aggressive = true

[hit@pas_b400_snork_tunnel_5_hit]
on_info = {+pas_b400_tunnel_gates_started_to_open =squad_npc_count_ge(pas_b400_snork_tunnel_5:2)} %=kill_npc%
 