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



[logic@pas_b400_hall_monolith_1]
active = camper@monolith_1
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_1]
path_walk = monolith_1_1_walk
path_look = monolith_1_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_1
wounded = wounded@no_wound

[walker@monolith_1]
path_walk = monolith_1_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_2]
active = camper@monolith_2
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_2]
path_walk = monolith_2_1_walk
path_look = monolith_1_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_2
wounded = wounded@no_wound

[walker@monolith_2]
path_walk = monolith_2_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_3]
active = camper@monolith_3
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_3]
path_walk = monolith_3_1_walk
path_look = monolith_1_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_3
wounded = wounded@no_wound

[walker@monolith_3]
path_walk = monolith_3_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_4]
active = camper@monolith_4
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_4]
path_walk = monolith_4_1_walk
path_look = monolith_2_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_4
wounded = wounded@no_wound

[walker@monolith_4]
path_walk = monolith_4_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_5]
active = camper@monolith_5
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_5]
path_walk = monolith_5_1_walk
path_look = monolith_2_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_5
wounded = wounded@no_wound

[walker@monolith_5]
path_walk = monolith_5_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_6]
active = camper@monolith_6
suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
prior = 200

[camper@monolith_6]
path_walk = monolith_6_1_walk
path_look = monolith_2_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_6
wounded = wounded@no_wound

[walker@monolith_6]
path_walk = monolith_6_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_7]
active = camper@monolith_7
suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)}
prior = 200

[camper@monolith_7]
path_walk = monolith_7_1_walk
path_look = monolith_7_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_7
wounded = wounded@no_wound

[walker@monolith_7]
path_walk = monolith_7_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_8]
active = camper@monolith_8
suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)}
prior = 200

[camper@monolith_8]
path_walk = monolith_8_1_walk
path_look = monolith_8_look
no_retreat = true
def_state_moving = assault
on_signal = path_end | walker@monolith_8
wounded = wounded@no_wound

[walker@monolith_8]
path_walk = monolith_8_2_walk
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_sniper_1]
active = camper@sniper_1
suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_1)}
prior = 200

[camper@sniper_1]
path_walk = mono_sniper_1_walk
path_look = mono_sniper_1_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_sniper_1_in
on_signal = path_end | remark@sniper_1_wait
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_1_wait]
target = path | pas_b400_hall_mono_sniper_1_look,0
anim = hide_na
on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked%
on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked%
out_restr = pas_b400_sr_hall_sniper_1_in
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_1]
target = path | pas_b400_hall_mono_sniper_1_look,0
anim = hide_fire
on_signal = anim_end | camper@sniper_1_battle
on_game_timer = 30 | camper@sniper_1_battle
out_restr = pas_b400_sr_hall_sniper_1_in
combat_ignore_cond = {=check_enemy_name(wanderer)} true
wounded = wounded@no_wound

[camper@sniper_1_battle]
path_walk = mono_sniper_1_walk
path_look = mono_sniper_1_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_sniper_1_in
radius = 10
combat_ignore_cond = {=check_enemy_name(wanderer)} true
wounded = wounded@no_wound



[logic@pas_b400_hall_sniper_2]
active = camper@sniper_2
suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_2)}
prior = 200

[camper@sniper_2]
path_walk = mono_sniper_2_walk
path_look = mono_sniper_2_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_sniper_2_in
on_signal = path_end | remark@sniper_2_wait
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_2_wait]
target = path | pas_b400_hall_mono_sniper_2_look,0
anim = hide_na
on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked%
on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked%
out_restr = pas_b400_sr_hall_sniper_2_in
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_2]
target = path | pas_b400_hall_mono_sniper_2_look,0
anim = hide_fire
on_signal = anim_end | camper@sniper_2_battle
on_game_timer = 30 | camper@sniper_2_battle
out_restr = pas_b400_sr_hall_sniper_2_in
combat_ignore_cond = {=check_enemy_name(wanderer)} true
wounded = wounded@no_wound

[camper@sniper_2_battle]
path_walk = mono_sniper_2_walk
path_look = mono_sniper_2_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_sniper_2_in
radius = 10
combat_ignore_cond = {=check_enemy_name(wanderer)} true
wounded = wounded@no_wound



[logic@pas_b400_hall_sniper_3]
active = camper@sniper_3
suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_3)}
prior = 200

[camper@sniper_3]
path_walk = mono_sniper_3_walk
path_look = mono_sniper_3_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_2
on_signal = path_end | remark@sniper_3_wait
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_3_wait]
target = path | pas_b400_hall_mono_sniper_3_look,0
anim = hide_na
on_info5 = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_3
on_info6 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_3
out_restr = pas_b400_sr_hall_2
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_3]
target = story | actor
anim = hide_fire
on_signal = anim_end | camper@sniper_3_battle
on_game_timer = 30 | camper@sniper_3_battle
out_restr = pas_b400_sr_hall_2
wounded = wounded@no_wound

[camper@sniper_3_battle]
path_walk = mono_sniper_3_walk
path_look = mono_sniper_3_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_2
radius = 10
wounded = wounded@no_wound



[logic@pas_b400_hall_sniper_4]
active = camper@sniper_4
suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_4)}
prior = 200

[camper@sniper_4]
path_walk = mono_sniper_4_walk
path_look = mono_sniper_4_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_9
on_signal = path_end | remark@sniper_4_wait
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_4_wait]
target = path | pas_b400_hall_mono_sniper_4_look,0
anim = hide_na
on_info = {=actor_in_zone(pas_b400_sr_hall_1)} remark@sniper_4
on_info2 = {=actor_in_zone(pas_b400_sr_hall_3)} remark@sniper_4
on_info3 = {=actor_in_zone(pas_b400_sr_hall_7)} remark@sniper_4
on_info4 = {=actor_in_zone(pas_b400_sr_hall_9)} remark@sniper_4
out_restr = pas_b400_sr_hall_9
combat_ignore_cond = true
wounded = wounded@no_wound

[remark@sniper_4]
target = story | actor
anim = hide_fire
on_signal = anim_end | camper@sniper_4_battle
on_game_timer = 30 | camper@sniper_4_battle
out_restr = pas_b400_sr_hall_9
wounded = wounded@no_wound

[camper@sniper_4_battle]
path_walk = mono_sniper_4_walk
path_look = mono_sniper_4_look
no_retreat = true
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_fire
out_restr = pas_b400_sr_hall_9
radius = 10
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_10]
active = walker@monolith_10_wait
suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)}
prior = 200

[walker@monolith_10_wait]
path_walk = monolith_after_fwd_squad_spawn
def_state_standing = hide_na
def_state_moving = assault
on_info = {+pas_b400_hall_door_opened} walker@monolith_10
wounded = wounded@no_wound

[walker@monolith_10]
path_walk = monolith_10_walk
path_look = monolith_10_look
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound




[logic@pas_b400_hall_monolith_11]
active = walker@monolith_11_wait
suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)}
prior = 200

[walker@monolith_11_wait]
path_walk = monolith_after_fwd_squad_spawn
def_state_standing = hide_na
def_state_moving = assault
on_info = {+pas_b400_hall_door_opened} walker@monolith_11
wounded = wounded@no_wound

[walker@monolith_11]
path_walk = monolith_11_walk
path_look = monolith_11_look
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_12]
active = walker@monolith_12
suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)}
prior = 200

[walker@monolith_12]
path_walk = monolith_12_walk
path_look = monolith_12_look
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound



[logic@pas_b400_hall_monolith_13]
active = walker@monolith_13
suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)}
prior = 200

[walker@monolith_13]
path_walk = monolith_13_walk
path_look = monolith_13_look
def_state_standing = hide_na
def_state_moving = assault
wounded = wounded@no_wound
