[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@pri_b35_envoy]
active = walker@leader_start
suitable = {-pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true
prior = 200
on_death = death
on_combat = combat

[walker@leader_start]
path_walk = envoy_start_walk
on_info = walker@rendevous

[walker@rendevous]
path_walk = envoy_rendevous_walk
path_look = envoy_rendevous_look
def_state_moving1 = walk
def_state_standing = wait_na
on_info = {+pri_b35_rendevous_in_process} remark@rendevous
on_info2 = {-pri_b35_envoy_sighted =see_npc(pri_b35_merc_leader)} %+pri_b35_envoy_sighted%
on_info3 = {-pri_b35_envoy_sighted =npc_in_zone(pri_b35_sr_mercs)} %+pri_b35_envoy_sighted%
on_info4 = {-pri_b35_envoy_sighted =actor_see_npc} %+pri_b35_envoy_sighted%
on_info5 = {+pri_b35_attack_started} %+pri_b35_rendevous_done +pri_b35_rendevous_in_process%
on_info6 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% 
on_signal = path_end | %+pri_b35_rendevous_in_process%

[remark@rendevous]
anim = wait_na
on_game_timer = 100 | %+pri_b35_rendevous_done%
on_info = {+pri_b35_attack_started} %+pri_b35_rendevous_done%
on_info2 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started% 
target = story | pri_b35_merc_leader

[death]
on_info = %+pri_b35_envoy_out +pri_b35_rendevous_done +pri_b35_rendevous_in_process +pri_b35_attack_started%

[combat]
on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%



[logic@pri_b35_envoy_after]
active = walker@envoy_after
suitable = {+pri_b35_rendevous_done =check_npc_name(pri_b35_envoy)} true
prior = 200
on_death = death

[walker@envoy_after]
path_walk = envoy_after_walk
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
out_restr = pri_b35_sr_envoy_escape
def_state_moving = rush
wounded = wounded@no_wound
on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object +pri_b35_envoy_escape%


[logic@pri_b35_envoy_squad_1]
active = walker@envoy_squad_after_no_attack
suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
prior = 200
on_combat = combat

[logic@pri_b35_envoy_squad_2]
active = walker@envoy_squad_after_no_attack
suitable = {+pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
prior = 200
on_combat = combat

[walker@envoy_squad_after]
path_walk = envoy_after_walk
out_restr = pri_b35_sr_envoy_escape
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
def_state_moving = rush
wounded = wounded@no_wound
on_info = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object%
on_info2 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object%

[walker@envoy_squad_after_no_attack]
path_walk = envoy_after_walk
out_restr = pri_b35_sr_envoy_escape
on_info = {+pri_b35_attack_started} walker@envoy_squad_after
on_info2 = {=npc_in_zone(pri_b35_sr_envoy_escape)} %=destroy_object%
on_info3 = {!actor_in_zone(pri_b35_sr_actor_position)} %=destroy_object%
combat_ignore_cond = true
def_state_moving = patrol
wounded = wounded@no_wound


[logic@pri_b35_envoy_1]
active = walker@envoy_1_start
suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
prior = 200
on_combat = combat

[walker@envoy_1_start]
path_walk = envoy_start_walk
on_info = walker@envoy_1

[walker@envoy_1]
path_walk = envoy_1_walk
path_look = envoy_1_look
combat_ignore_cond = true



[logic@pri_b35_envoy_2]
active = walker@envoy_2_start
suitable = {-pri_b35_rendevous_done !check_npc_name(pri_b35_envoy) =target_squad_name(pri_b35_envoy_squad)} true
prior = 200
on_combat = combat

[walker@envoy_2_start]
path_walk = envoy_start_walk
on_info = walker@envoy_2

[walker@envoy_2]
path_walk = envoy_2_walk
path_look = envoy_2_look
combat_ignore_cond = true
