#include "pri_a28_general.ltx" [logic@pri_a28_kovalski_shop] active = camper@kovalski_shop_1 suitable = {-pri_a28_shop_done =check_npc_name(kovalski)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@kovalski_shop_1]:walker@kovalski_ignore path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_1_small on_info = {=npc_in_zone(pri_a28_sr_shop_1)} smartcover@kovalski_shop_1 [smartcover@kovalski_shop_1]:walker@kovalski_ignore cover_name = pri_a28_shop_cover_4 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_info = {=in_dest_smart_cover +pri_a28_army_zombied_in_building} smartcover@kovalski_shop_1_wait [smartcover@kovalski_shop_1_wait]:walker@kovalski_fight cover_name = pri_a28_shop_cover_4 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_game_timer = 40 | %=play_sound(pri_a28_colonel_go_left)% on_signal = sound_end | %+pri_a28_colonel_go_left% on_info = {+pri_a28_colonel_go_left} smartcover@kovalski_shop_1_fight ;obsolete [walker@kovalski_shop_1_wait]:walker@kovalski_fight path_walk = kovalski_1_walk path_look = kovalski_1_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_1_small on_game_timer = 40 | %=play_sound(pri_a28_colonel_go_left)% on_signal = sound_end | %+pri_a28_colonel_go_left% on_info = {+pri_a28_colonel_go_left} smartcover@kovalski_shop_1_fight [smartcover@kovalski_shop_1_fight]:walker@kovalski_fight cover_name = pri_a28_shop_cover_4 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_game_timer = 210 | {-pri_a28_shop_1_leave} camper@kovalski_shop_2_go %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@kovalski_shop_2_go on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@kovalski_shop_1_fight [walker@kovalski_shop_1_fight]:walker@kovalski_fight path_walk = kovalski_1_walk path_look = kovalski_1_look out_restr = pri_a28_sr_shop_1_small on_game_timer = 210 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@kovalski_shop_2_go %=disable_memory_object% [camper@kovalski_shop_2_go]:walker@kovalski_ignore path_walk = kovalski_1_1_walk path_look = kovalski_2_look out_restr = pri_a28_sr_shop_2_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@kovalski_shop_2 [camper@kovalski_shop_2]:walker@kovalski_ignore path_walk = kovalski_2_walk path_look = kovalski_2_look out_restr = pri_a28_sr_shop_2 in_restr = pri_a28_sr_shop_in on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@kovalski_shop_2_fight [walker@kovalski_shop_2_fight]:walker@kovalski_fight path_walk = kovalski_2_walk path_look = kovalski_2_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_signal = sound_end | %+pri_a28_shop_done% on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave% on_info = {+pri_a28_shop_3_leave} %=play_sound(pri_a28_colonel_zombied_attack)% [logic@pri_a28_medic_shop] active = smartcover@medic_shop_1 suitable = {-pri_a28_shop_done =check_npc_name(base_medic)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [smartcover@medic_shop_1]:walker@ignore cover_name = pri_a28_shop_cover_1 use_in_combat = true out_restr = pri_a28_sr_shop_1_small derf_state_moving = rush on_signal = sound_end | %+pri_a28_army_zombied_in_building% on_info = {=in_dest_smart_cover} %=play_sound(pri_a28_army_zombied_in_building)% on_info2 = {+pri_a28_army_zombied_in_building} smartcover@medic_shop_1_fight ;obsolete [camper@medic_shop_1]:walker@ignore path_walk = medic_1_walk path_look = medic_1_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_1_small on_signal = sound_end | %+pri_a28_army_zombied_in_building% on_info = {=npc_in_zone(pri_a28_sr_shop_1_small)} %=play_sound(pri_a28_army_zombied_in_building)% on_info2 = {+pri_a28_army_zombied_in_building} walker@medic_shop_1_fight [smartcover@medic_shop_1_fight]:walker@fight cover_name = pri_a28_shop_cover_1 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_game_timer = 250 | {-pri_a28_shop_1_leave} camper@medic_shop_2_go %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@medic_shop_2_go on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@medic_shop_1_fight [walker@medic_shop_1_fight]:walker@fight path_walk = medic_1_walk path_look = medic_1_look out_restr = pri_a28_sr_shop_1_small on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@medic_shop_2_go %=disable_memory_object% [camper@medic_shop_2_go]:walker@ignore path_walk = medic_1_1_walk path_look = medic_2_look out_restr = pri_a28_sr_shop_2_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@medic_shop_2 [camper@medic_shop_2]:walker@ignore path_walk = medic_2_walk path_look = medic_2_look out_restr = pri_a28_sr_shop_2 in_restr = pri_a28_sr_shop_in on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@medic_shop_2_fight [walker@medic_shop_2_fight]:walker@fight path_walk = medic_2_walk path_look = medic_2_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave% [logic@pri_a28_strelok_shop] active = smartcover@strelok_shop_1 suitable = {-pri_a28_shop_done =check_npc_name(strelok)} true prior = 200 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [smartcover@strelok_shop_1]:walker@ignore cover_name = pri_a28_shop_cover_3 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_info = {+pri_a28_army_zombied_in_building} smartcover@strelok_shop_1_fight ;obsolete [camper@strelok_shop_1]:walker@ignore path_walk = strelok_1_walk path_look = strelok_1_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_1_small on_info = {+pri_a28_army_zombied_in_building} walker@strelok_shop_1_fight [smartcover@strelok_shop_1_fight]:walker@fight cover_name = pri_a28_shop_cover_3 use_in_combat = true out_restr = pri_a28_sr_shop_1_small on_game_timer = 250 | {-pri_a28_shop_1_leave} camper@strelok_shop_2_go %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@strelok_shop_2_go on_info2 = {=in_dest_smart_cover !has_enemy_in_current_loopholes_fov} walker@strelok_shop_1_fight [walker@strelok_shop_1_fight]:walker@fight path_walk = strelok_1_walk path_look = strelok_1_look out_restr = pri_a28_sr_shop_1_small on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@strelok_shop_2_go %=disable_memory_object% [camper@strelok_shop_2_go]:walker@ignore path_walk = strelok_1_1_walk path_look = strelok_2_look out_restr = pri_a28_sr_shop_2_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@strelok_shop_2 [camper@strelok_shop_2]:walker@ignore path_walk = strelok_2_walk path_look = strelok_2_look out_restr = pri_a28_sr_shop_2 in_restr = pri_a28_sr_shop_in on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@strelok_shop_2_fight [walker@strelok_shop_2_fight]:walker@fight path_walk = strelok_2_walk path_look = strelok_2_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave% [logic@pri_a28_military_1_shop] active = walker@military_1_shop_1 suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 110 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_1_shop_1]:walker@fight path_walk = military_1_1_walk path_look = military_1_1_look out_restr = pri_a28_sr_shop_1 combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false on_info = {+pri_a28_colonel_go_left} camper@military_1_shop_1_go %=disable_memory_object% [camper@military_1_shop_1_go]:walker@ignore path_walk = military_1_1_walk path_look = military_1_1_look out_restr = pri_a28_sr_shop_2_small on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_1_shop_1_fight on_info2 = {+pri_a28_shop_2_leave} camper@military_1_shop_2 [walker@military_1_shop_1_fight]:walker@fight path_walk = military_1_1_walk path_look = military_1_1_look out_restr = pri_a28_sr_shop_2_small on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave% on_info = {+pri_a28_shop_2_leave} camper@military_1_shop_2 %=disable_memory_object% [camper@military_1_shop_2]:walker@ignore path_walk = military_1_2_walk path_look = military_1_2_look out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@military_1_shop_3 [camper@military_1_shop_3]:walker@fight path_walk = military_1_3_walk path_look = military_1_3_look out_restr = pri_a28_sr_arch_1 in_restr = pri_a28_sr_shop_in [logic@pri_a28_military_2_shop] active = walker@military_2_shop_1 suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_2_shop_1]:walker@fight path_walk = military_2_1_walk path_look = military_2_1_look out_restr = pri_a28_sr_shop_1 combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false on_info2 = {+pri_a28_colonel_go_left} camper@military_2_shop_1_go %=disable_memory_object% [camper@military_2_shop_1_go]:walker@ignore path_walk = military_2_1_walk path_look = military_2_1_look out_restr = pri_a28_sr_shop_2_small on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_2_shop_1_fight on_info2 = {+pri_a28_shop_2_leave} camper@military_2_shop_2 [walker@military_2_shop_1_fight]:walker@fight path_walk = military_2_1_walk path_look = military_2_1_look out_restr = pri_a28_sr_shop_2_small on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave% on_info = {+pri_a28_shop_2_leave} camper@military_2_shop_2 %=disable_memory_object% [camper@military_2_shop_2]:walker@ignore path_walk = military_2_2_walk path_look = military_2_2_look out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@military_2_shop_3 [camper@military_2_shop_3]:walker@fight path_walk = military_2_3_walk path_look = military_2_3_look out_restr = pri_a28_sr_arch_1 in_restr = pri_a28_sr_shop_in [logic@pri_a28_military_3_shop] active = walker@military_3_shop_1 suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 100 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_3_shop_1]:walker@fight path_walk = military_3_1_walk path_look = military_3_1_look out_restr = pri_a28_sr_shop_1 combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false on_info2 = {+pri_a28_colonel_go_left} camper@military_3_shop_1_go %=disable_memory_object% [camper@military_3_shop_1_go]:walker@ignore path_walk = military_3_1_walk path_look = military_3_1_look out_restr = pri_a28_sr_shop_2_small on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_3_shop_1_fight on_info2 = {+pri_a28_shop_2_leave} camper@military_3_shop_2 [walker@military_3_shop_1_fight]:walker@fight path_walk = military_3_1_walk path_look = military_3_1_look out_restr = pri_a28_sr_shop_2_small on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave% on_info = {+pri_a28_shop_2_leave} camper@military_3_shop_2 %=disable_memory_object% [camper@military_3_shop_2]:walker@ignore path_walk = military_3_2_walk path_look = military_3_2_look out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@military_3_shop_3 [camper@military_3_shop_3]:walker@fight path_walk = military_3_3_walk path_look = military_3_3_look out_restr = pri_a28_sr_arch_1 in_restr = pri_a28_sr_shop_in [logic@pri_a28_military_4_shop] active = walker@military_4_shop_1 suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [walker@military_4_shop_1]:walker@fight path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_shop_1 combat_ignore_cond = {=actor_enemy} false, {=check_enemy_smart(pri_a28_shop)} true, false on_info2 = {+pri_a28_colonel_go_left} camper@military_4_shop_1_go %=disable_memory_object% [camper@military_4_shop_1_go]:walker@ignore path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_shop_2_small on_info = {=npc_in_zone(pri_a28_sr_shop_2_small)} walker@military_4_shop_1_fight on_info2 = {+pri_a28_shop_2_leave} camper@military_4_shop_2 [walker@military_4_shop_1_fight]:walker@fight path_walk = military_4_1_walk path_look = military_4_1_look out_restr = pri_a28_sr_shop_2_small on_game_timer = 200 | {-pri_a28_shop_2_leave} %+pri_a28_shop_2_leave% on_info = {+pri_a28_shop_2_leave} camper@military_4_shop_2 %=disable_memory_object% [camper@military_4_shop_2]:walker@ignore path_walk = military_4_2_walk path_look = military_4_2_look out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@military_4_shop_3 [camper@military_4_shop_3]:walker@fight path_walk = military_4_3_walk path_look = military_4_3_look out_restr = pri_a28_sr_arch_1 in_restr = pri_a28_sr_shop_in [logic@pri_a28_military_5_shop] active = camper@military_5_shop_1 suitable = {-pri_a28_shop_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(base_medic) !check_npc_name(kovalski)} true prior = 90 on_hit = hit@def on_death = death@def post_combat_time = 0,0 [camper@military_5_shop_1]:walker@ignore path_walk = military_5_1_walk path_look = military_5_1_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_1_small on_info = {+pri_a28_army_zombied_in_building} walker@military_5_shop_1_fight [walker@military_5_shop_1_fight]:walker@fight path_walk = military_5_1_walk path_look = military_5_1_look out_restr = pri_a28_sr_shop_1_small on_game_timer = 250 | {-pri_a28_shop_1_leave} %+pri_a28_shop_1_leave% on_info = {+pri_a28_shop_1_leave} camper@military_5_shop_2_go %=disable_memory_object% [camper@military_5_shop_2_go]:walker@ignore path_walk = military_5_1_1_walk path_look = military_5_2_look out_restr = pri_a28_sr_shop_2_small in_restr = pri_a28_sr_shop_in on_signal = path_end | camper@military_5_shop_2 [camper@military_5_shop_2]:walker@ignore path_walk = military_5_2_walk path_look = military_5_2_look out_restr = pri_a28_sr_shop_2 in_restr = pri_a28_sr_shop_in on_info = {=npc_in_zone(pri_a28_sr_shop_2)} walker@military_5_shop_2_fight [walker@military_5_shop_2_fight]:walker@fight path_walk = military_5_2_walk path_look = military_5_2_look def_state_standing = hide_na out_restr = pri_a28_sr_shop_3_small in_restr = pri_a28_sr_shop_in on_game_timer = 200 | {-pri_a28_shop_3_leave} %+pri_a28_shop_3_leave%