[logic@pri_a25_base_medic]
suitable = {=check_npc_name(pri_a25_base_medic)} true
prior = 200
active = walker@teleport

[walker@teleport]
corpse_detection_enabled = false
meet = no_meet
path_walk = medic_walk
path_look = medic_look
def_state_standing = wait_na
on_info = walker@refrigerator %=teleport_npc(pri_a25_smart_terrain_medic_walk)%  
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true

[walker@refrigerator]
corpse_detection_enabled = false
meet = no_meet
path_walk = medic_walk
path_look = medic_look
def_state_standing = wait_na
on_info = {+pri_a25_antenna_destroyed} %=play_sound(pri_a25_freezer_knock)%
on_info2 = {+pri_a25_freezer_can_talk} remark@a25_timer %=stop_sound%
on_info3 = {=actor_enemy} %=actor_neutral%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true

[remark@a25_timer]
corpse_detection_enabled = false
meet = no_meet
on_info = {=actor_enemy} %=actor_neutral%
target = story | actor
anim = wait_na
on_game_timer = 10 | remark@a25_dialog
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true

[remark@a25_dialog]
corpse_detection_enabled = false
meet = meet@pri_25
target = story | actor
anim = wait_na
on_info = {=actor_enemy} %=actor_neutral%
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
invulnerable = true

[meet@pri_25]
meet_dialog = pri_a25_army_medic_freezer
use = self
allow_break = false
trade_enable = false
close_anim = wait_na
close_distance = 0
far_distance = 0
close_snd_hello = nil
close_snd_bye 	= nil
close_victim 	= nil
far_anim 		= nil
far_victim 		= nil
