[logic@marine_1]
active = walker@start
suitable = {=check_npc_name(monolith)}
prior = 100

[walker@start]
path_walk = guard_1_walk
path_look = guard_1_look
def_state_standing = wait
on_info = {+pri_b36_ahtung} walker@walk ;camper@walk
on_info2 = {=health_le(0.5) !actor_enemy} %=restore_health%
on_sound = actor|WPN_shoot|10000|0.2| {=dist_to_actor_le(70)} walker@walk %+pri_b36_ahtung%
on_sound2 = actor|MST_step|35|0.2| walker@walk %+zat_b5_meat%
on_sound3 = actor|WPN_empty|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound4 = actor|WPN_reload|20|0.2| walker@walk %+pri_b36_ahtung%
on_sound5 = actor|MST_damage|30|0.1| walker@walk %+pri_b36_ahtung%
on_sound6 = actor|WPN_hit|30|0.1| walker@walk %+pri_b36_ahtung%
out_restr = pri_b36_zombied_restrictor
combat_ignore_cond =  {=check_enemy_name(sim_default)} true
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false

[walker@walk]
path_walk = marine_1_2_walk
path_look = marine_1_2_look
out_restr = pri_b36_sr_half_out_restr
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[camper@walk]
path_walk = marine_1_2_walk
path_look = marine_1_2_look
out_restr = pri_b36_sr_half_out_restr
;radius = 30
def_state_moving = raid
def_state_moving_fire = raid_fire
def_state_campering = threat_na
def_state_campering_fire = hide_fire
attack_sound = false
on_info = {=health_le(0.5) !actor_enemy} %=restore_health%
gather_items_enabled = false
help_wounded_enabled = false
corpse_detection_enabled = false
combat_ignore_cond =  {=check_enemy_name(sim_default)} true

[danger]
ignore_distance = 0

