439 lines
11 KiB
TeX
439 lines
11 KiB
TeX
[wounded@no_wound]
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hp_state = 0 | wounded_heavy@help_heavy
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hp_state_see = 0 | wounded_heavy@help_heavy
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hp_victim = 0 | nil
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hp_cover = 0 | false
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hp_fight = 0 | false
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[logic@pas_b400_hall_monolith_1]
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active = camper@monolith_1
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_1]
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path_walk = monolith_1_1_walk
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path_look = monolith_1_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_1
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wounded = wounded@no_wound
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[walker@monolith_1]
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path_walk = monolith_1_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_2]
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active = camper@monolith_2
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_2]
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path_walk = monolith_2_1_walk
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path_look = monolith_1_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_2
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wounded = wounded@no_wound
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[walker@monolith_2]
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path_walk = monolith_2_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_3]
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active = camper@monolith_3
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_3]
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path_walk = monolith_3_1_walk
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path_look = monolith_1_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_3
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wounded = wounded@no_wound
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[walker@monolith_3]
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path_walk = monolith_3_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_4]
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active = camper@monolith_4
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_4]
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path_walk = monolith_4_1_walk
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path_look = monolith_2_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_4
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wounded = wounded@no_wound
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[walker@monolith_4]
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path_walk = monolith_4_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_5]
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active = camper@monolith_5
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_5]
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path_walk = monolith_5_1_walk
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path_look = monolith_2_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_5
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wounded = wounded@no_wound
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[walker@monolith_5]
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path_walk = monolith_5_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_6]
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active = camper@monolith_6
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suitable = {=target_squad_name(pas_b400_hall_monolith_squad)}
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prior = 200
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[camper@monolith_6]
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path_walk = monolith_6_1_walk
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path_look = monolith_2_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_6
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wounded = wounded@no_wound
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[walker@monolith_6]
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path_walk = monolith_6_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_7]
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active = camper@monolith_7
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suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)}
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prior = 200
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[camper@monolith_7]
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path_walk = monolith_7_1_walk
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path_look = monolith_7_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_7
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wounded = wounded@no_wound
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[walker@monolith_7]
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path_walk = monolith_7_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_8]
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active = camper@monolith_8
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suitable = {=target_squad_name(pas_b400_hall_monolith_2_squad)}
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prior = 200
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[camper@monolith_8]
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path_walk = monolith_8_1_walk
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path_look = monolith_8_look
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no_retreat = true
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def_state_moving = assault
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on_signal = path_end | walker@monolith_8
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wounded = wounded@no_wound
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[walker@monolith_8]
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path_walk = monolith_8_2_walk
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_sniper_1]
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active = camper@sniper_1
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suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_1)}
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prior = 200
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[camper@sniper_1]
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path_walk = mono_sniper_1_walk
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path_look = mono_sniper_1_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_sniper_1_in
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on_signal = path_end | remark@sniper_1_wait
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_1_wait]
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target = path | pas_b400_hall_mono_sniper_1_look,0
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anim = hide_na
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on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked%
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on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_1 %+pas_b400_hall_monolith_snipers_attacked%
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out_restr = pas_b400_sr_hall_sniper_1_in
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_1]
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target = path | pas_b400_hall_mono_sniper_1_look,0
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anim = hide_fire
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on_signal = anim_end | camper@sniper_1_battle
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on_game_timer = 30 | camper@sniper_1_battle
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out_restr = pas_b400_sr_hall_sniper_1_in
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combat_ignore_cond = {=check_enemy_name(wanderer)} true
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wounded = wounded@no_wound
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[camper@sniper_1_battle]
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path_walk = mono_sniper_1_walk
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path_look = mono_sniper_1_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_sniper_1_in
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radius = 10
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combat_ignore_cond = {=check_enemy_name(wanderer)} true
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wounded = wounded@no_wound
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[logic@pas_b400_hall_sniper_2]
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active = camper@sniper_2
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suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_2)}
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prior = 200
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[camper@sniper_2]
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path_walk = mono_sniper_2_walk
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path_look = mono_sniper_2_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_sniper_2_in
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on_signal = path_end | remark@sniper_2_wait
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_2_wait]
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target = path | pas_b400_hall_mono_sniper_2_look,0
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anim = hide_na
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on_info = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked%
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on_info2 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_2 %+pas_b400_hall_monolith_snipers_attacked%
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out_restr = pas_b400_sr_hall_sniper_2_in
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_2]
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target = path | pas_b400_hall_mono_sniper_2_look,0
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anim = hide_fire
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on_signal = anim_end | camper@sniper_2_battle
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on_game_timer = 30 | camper@sniper_2_battle
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out_restr = pas_b400_sr_hall_sniper_2_in
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combat_ignore_cond = {=check_enemy_name(wanderer)} true
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wounded = wounded@no_wound
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[camper@sniper_2_battle]
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path_walk = mono_sniper_2_walk
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path_look = mono_sniper_2_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_sniper_2_in
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radius = 10
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combat_ignore_cond = {=check_enemy_name(wanderer)} true
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wounded = wounded@no_wound
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[logic@pas_b400_hall_sniper_3]
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active = camper@sniper_3
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suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_3)}
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prior = 200
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[camper@sniper_3]
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path_walk = mono_sniper_3_walk
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path_look = mono_sniper_3_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_2
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on_signal = path_end | remark@sniper_3_wait
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_3_wait]
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target = path | pas_b400_hall_mono_sniper_3_look,0
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anim = hide_na
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on_info5 = {=actor_in_zone(pas_b400_sr_hall_control_up)} remark@sniper_3
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on_info6 = {=actor_in_zone(pas_b400_sr_hall_6)} remark@sniper_3
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out_restr = pas_b400_sr_hall_2
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_3]
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target = story | actor
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anim = hide_fire
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on_signal = anim_end | camper@sniper_3_battle
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on_game_timer = 30 | camper@sniper_3_battle
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out_restr = pas_b400_sr_hall_2
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wounded = wounded@no_wound
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[camper@sniper_3_battle]
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path_walk = mono_sniper_3_walk
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path_look = mono_sniper_3_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_2
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radius = 10
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wounded = wounded@no_wound
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[logic@pas_b400_hall_sniper_4]
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active = camper@sniper_4
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suitable = {=target_squad_name(pas_b400_hall_monolith_sniper_4)}
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prior = 200
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[camper@sniper_4]
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path_walk = mono_sniper_4_walk
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path_look = mono_sniper_4_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_9
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on_signal = path_end | remark@sniper_4_wait
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_4_wait]
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target = path | pas_b400_hall_mono_sniper_4_look,0
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anim = hide_na
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on_info = {=actor_in_zone(pas_b400_sr_hall_1)} remark@sniper_4
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on_info2 = {=actor_in_zone(pas_b400_sr_hall_3)} remark@sniper_4
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on_info3 = {=actor_in_zone(pas_b400_sr_hall_7)} remark@sniper_4
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on_info4 = {=actor_in_zone(pas_b400_sr_hall_9)} remark@sniper_4
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out_restr = pas_b400_sr_hall_9
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combat_ignore_cond = true
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wounded = wounded@no_wound
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[remark@sniper_4]
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target = story | actor
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anim = hide_fire
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on_signal = anim_end | camper@sniper_4_battle
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on_game_timer = 30 | camper@sniper_4_battle
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out_restr = pas_b400_sr_hall_9
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wounded = wounded@no_wound
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[camper@sniper_4_battle]
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path_walk = mono_sniper_4_walk
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path_look = mono_sniper_4_look
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no_retreat = true
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def_state_moving = sneak_run
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def_state_campering = hide_na
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def_state_campering_fire = hide_fire
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out_restr = pas_b400_sr_hall_9
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radius = 10
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_10]
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active = walker@monolith_10_wait
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suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)}
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prior = 200
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[walker@monolith_10_wait]
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path_walk = monolith_after_fwd_squad_spawn
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def_state_standing = hide_na
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def_state_moving = assault
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on_info = {+pas_b400_hall_door_opened} walker@monolith_10
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wounded = wounded@no_wound
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[walker@monolith_10]
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path_walk = monolith_10_walk
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path_look = monolith_10_look
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_11]
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active = walker@monolith_11_wait
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suitable = {=target_squad_name(pas_b400_hall_monolith_after_fwd_squad)}
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prior = 200
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[walker@monolith_11_wait]
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path_walk = monolith_after_fwd_squad_spawn
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def_state_standing = hide_na
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def_state_moving = assault
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on_info = {+pas_b400_hall_door_opened} walker@monolith_11
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wounded = wounded@no_wound
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[walker@monolith_11]
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path_walk = monolith_11_walk
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path_look = monolith_11_look
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_12]
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active = walker@monolith_12
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suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)}
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prior = 200
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[walker@monolith_12]
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path_walk = monolith_12_walk
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path_look = monolith_12_look
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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[logic@pas_b400_hall_monolith_13]
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active = walker@monolith_13
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suitable = {=target_squad_name(pas_b400_hall_monolith_after_bwd_squad)}
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prior = 200
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[walker@monolith_13]
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path_walk = monolith_13_walk
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path_look = monolith_13_look
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def_state_standing = hide_na
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def_state_moving = assault
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wounded = wounded@no_wound
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