;Meets default [meet@def] close_snd_hello = nil close_snd_bye = nil snd_on_use = nil close_distance = 0 far_distance = 0 close_victim = nil use = false abuse = false ;Hits [hit@def] on_info = {!has_enemy =hit_by_actor =counter_greater(pri_a28_friendly_hit:7) =squad_exist(pri_a16_military_squad)} %=set_squad_enemy_to_actor(pri_a16_military_squad) +pri_a28_actor_enemy% on_info2 = {!has_enemy =hit_by_actor !counter_greater(pri_a28_friendly_hit:7) =squad_exist(pri_a16_military_squad)} %=inc_counter(pri_a28_friendly_hit)% ;Death [death@def] on_info = %=stop_sound% on_info2 = {=has_enemy =killed_by_actor !counter_greater(pri_a28_friendly_hit:7)} %=inc_counter(pri_a28_friendly_hit)%, {=killed_by_actor =squad_exist(pri_a16_military_squad)} %=set_squad_enemy_to_actor(pri_a16_military_squad) +pri_a28_actor_enemy% ;Sounds [walker@fight] meet = meet@def wounded = wounded@no_wound def_state_standing = threat_na def_state_moving = assault def_state_campering = hide_na gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false radius = 70 no_retreat = true use_camp = false [walker@ignore]:walker@fight combat_ignore_cond = {+pri_a28_actor_enemy} false, true combat_ignore_keep_when_attacked = true radius = 15 [walker@kovalski_fight]:walker@fight on_info99 = {-pri_a28_actor_enemy -pri_a28_colonel_strelok_out +pri_a28_strelok_dead} %+pri_a28_colonel_strelok_out =play_sound(pri_a28_colonel_strelok_out)% [walker@kovalski_ignore]:walker@ignore on_info99 = {-pri_a28_actor_enemy -pri_a28_colonel_strelok_out +pri_a28_strelok_dead} %+pri_a28_colonel_strelok_out =play_sound(pri_a28_colonel_strelok_out)% ;Wounded - no wounds [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