#include "pas_b400_general.ltx"

[logic@pas_b400_zulus_way]
active = walker@zulus_way_1 
suitable = {=check_npc_name(pas_b400_zulus) -pas_b400_way_done} true
prior = 200
on_hit = hit@zulus
on_death = death@zulus
post_combat_time = 0,0

[walker@zulus_way_1]:walker@zulus_def
path_walk = zulus_1_walk
path_look = zulus_1_look
out_restr = pas_b400_sr_way_1
on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@zulus_way_2
on_info2 = {+pas_b400_way_anomaly_done} walker@zulus_way_2

[walker@zulus_way_2]:walker@zulus_def
path_walk = zulus_2_walk
path_look = zulus_2_look
out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2
combat_ignore_cond = {-pas_b400_way_door_opened} true, false



[logic@pas_b400_vano_way]
active = walker@vano_way_1 
suitable = {=check_npc_name(pas_b400_vano) -pas_b400_way_done} true
prior = 200
on_hit = hit@vano
on_death = death@vano
post_combat_time = 0,0

[walker@vano_way_1]:walker@vano_def
path_walk = vano_1_walk
path_look = vano_1_look
out_restr = pas_b400_sr_way_1
on_signal = path_end | remark@vano_way_1_1
on_info = {+pas_b400_way_anomaly_done} walker@vano_way_2
on_info2 = {=actor_in_zone(pas_b400_sr_way_2)} walker@vano_way_2 %+pas_b400_way_anomaly_done%

[remark@vano_way_1_1]:walker@vano_def
target = path | pas_b400_way_vano_1_look, 0
anim = pas_b400_vano_probe
out_restr = pas_b400_sr_way_1
on_signal = anim_end | walker@vano_way_1_1
on_info = %=play_sound(pas_b400_vano_about_anomaly_third_1)%

[walker@vano_way_1_1]:walker@vano_def
path_walk = vano_1_1_walk
path_look = vano_1_1_look
out_restr = pas_b400_sr_way_1
on_signal = path_end | remark@vano_way_1_2
on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@vano_way_2 %+pas_b400_way_anomaly_done%

[remark@vano_way_1_2]:walker@vano_def
target = path | pas_b400_way_vano_1_1_look, 0
anim = pas_b400_vano_probe
out_restr = pas_b400_sr_way_1
on_signal = anim_end | walker@vano_way_2 %+pas_b400_way_anomaly_done%

[walker@vano_way_2]:walker@vano_def
path_walk = vano_2_walk
path_look = vano_2_look
out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2
combat_ignore_cond = {-pas_b400_way_door_opened} true, false



[logic@pas_b400_sokolov_way]
active = walker@sokolov_way_1 
suitable = {=check_npc_name(pas_b400_sokolov) -pas_b400_way_done} true
prior = 200
on_hit = hit@sokolov
on_death = death@sokolov
post_combat_time = 0,0

[walker@sokolov_way_1]:walker@sokolov_def
path_walk = sokolov_1_walk
path_look = sokolov_1_look
out_restr = pas_b400_sr_way_1
on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@sokolov_way_2
on_info2 = {+pas_b400_way_anomaly_done} walker@sokolov_way_2

[walker@sokolov_way_2]:walker@sokolov_def
path_walk = sokolov_2_walk
path_look = sokolov_2_look
out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2
on_info = {+pas_b400_way_door_opened} %=play_sound(pas_b400_sokolov_about_tushkano_1)%
combat_ignore_cond = {-pas_b400_way_door_opened} true, false



[logic@pas_b400_wanderer_way]
active = walker@wanderer_way_1 
suitable = {=check_npc_name(pas_b400_wanderer) -pas_b400_way_done} true
prior = 200
on_hit = hit@wanderer
on_death = death@wanderer
post_combat_time = 0,0

[walker@wanderer_way_1]:walker@wanderer_def
path_walk = wanderer_1_walk
path_look = wanderer_1_look
out_restr = pas_b400_sr_way_1
on_info = {=actor_in_zone(pas_b400_sr_way_2)} walker@wanderer_way_2
on_info2 = {+pas_b400_way_anomaly_done} walker@wanderer_way_2

[walker@wanderer_way_2]:walker@wanderer_def
path_walk = wanderer_2_walk
path_look = wanderer_2_look
out_restr = pas_b400_sr_way_1, pas_b400_sr_way_2
combat_ignore_cond = {-pas_b400_way_door_opened} true, false
