310 lines
11 KiB
TeX
310 lines
11 KiB
TeX
#include "pri_a28_general.ltx"
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[logic@pri_a28_kovalski_school]
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active = camper@kovalski_school_1
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suitable = {-pri_a28_school_done =check_npc_name(kovalski)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@kovalski_school_1]:walker@kovalski_ignore
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path_walk = kovalski_1_walk
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path_look = kovalski_1_look
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out_restr = pri_a28_sr_school_1
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on_info = {=npc_in_zone(pri_a28_sr_school_1) +pri_a28_medic_about_snork} camper@kovalski_school_1_wait
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[camper@kovalski_school_1_wait]:walker@kovalski_ignore
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path_walk = kovalski_1_walk
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path_look = kovalski_1_look
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out_restr = pri_a28_sr_school_1
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on_game_timer = 10 | %=play_sound(pri_a28_colonel_about_snork)%
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on_signal = sound_end | camper@kovalski_school_2 %+pri_a28_colonel_about_snork%
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on_info = {+pri_a28_colonel_about_snork} camper@kovalski_school_2
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[camper@kovalski_school_2]:walker@kovalski_fight
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path_walk = kovalski_2_walk
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path_look = kovalski_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@kovalski_school_2_wait %=disable_memory_object%
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[camper@kovalski_school_2_wait]:walker@kovalski_ignore
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path_walk = kovalski_2_walk
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path_look = kovalski_2_look
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out_restr = pri_a28_sr_school_2
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on_game_timer = 10 | {-pri_a28_colonel_fire_will} camper@kovalski_school_3 %+pri_a28_colonel_fire_will =play_sound(pri_a28_colonel_fire_will)%
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on_info = {+pri_a28_colonel_fire_will} camper@kovalski_school_3
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[camper@kovalski_school_3]:walker@kovalski_fight
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path_walk = kovalski_3_walk
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path_look = kovalski_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_medic_school]
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active = camper@medic_school_1
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suitable = {-pri_a28_school_done =check_npc_name(base_medic)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@medic_school_1]:walker@ignore
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path_walk = medic_1_walk
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path_look = medic_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_school_1
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on_signal = sound_end | %+pri_a28_medic_about_snork%
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on_info = {+pri_a28_school_1_leave} %=play_sound(pri_a28_medic_about_snork)%
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on_info2 = {+pri_a28_colonel_about_snork} camper@medic_school_2
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[camper@medic_school_2]:walker@fight
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path_walk = medic_2_walk
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path_look = medic_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@medic_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@medic_school_2_wait
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[camper@medic_school_2_wait]:walker@fight
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path_walk = medic_2_walk
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path_look = medic_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@medic_school_3
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[camper@medic_school_3]:walker@fight
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path_walk = medic_3_walk
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path_look = medic_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_strelok_school]
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active = camper@strelok_school_1
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suitable = {-pri_a28_school_done =check_npc_name(strelok)} true
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prior = 200
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@strelok_school_1]:walker@ignore
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path_walk = strelok_1_walk
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path_look = strelok_1_look
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@strelok_school_2
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[camper@strelok_school_2]:walker@fight
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path_walk = strelok_2_walk
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path_look = strelok_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@strelok_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@strelok_school_2_wait
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[camper@strelok_school_2_wait]:walker@fight
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path_walk = strelok_2_walk
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path_look = strelok_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@strelok_school_3
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[camper@strelok_school_3]:walker@fight
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path_walk = strelok_3_walk
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path_look = strelok_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_military_1_school]
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active = camper@military_1_school_1
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suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@military_1_school_1]:walker@ignore
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path_walk = military_1_1_walk
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path_look = military_1_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@military_1_school_2
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[camper@military_1_school_2]:walker@fight
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path_walk = military_1_2_walk
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path_look = military_1_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@military_1_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@military_1_school_2_wait
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[camper@military_1_school_2_wait]:walker@fight
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path_walk = military_1_2_walk
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path_look = military_1_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@military_1_school_3
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[camper@military_1_school_3]:walker@fight
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path_walk = military_1_3_walk
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path_look = military_1_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_military_2_school]
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active = camper@military_2_school_1
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suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@military_2_school_1]:walker@ignore
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path_walk = military_2_1_walk
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path_look = military_2_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@military_2_school_2
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[camper@military_2_school_2]:walker@fight
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path_walk = military_2_2_walk
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path_look = military_2_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@military_2_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@military_2_school_2_wait
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[camper@military_2_school_2_wait]:walker@fight
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path_walk = military_2_2_walk
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path_look = military_2_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@military_2_school_3
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[camper@military_2_school_3]:walker@fight
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path_walk = military_2_3_walk
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path_look = military_2_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_military_3_school]
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active = camper@military_3_school_1
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suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@military_3_school_1]:walker@ignore
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path_walk = military_3_1_walk
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path_look = military_3_1_look
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def_state_standing = hide_na
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@military_3_school_2
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[camper@military_3_school_2]:walker@fight
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path_walk = military_3_2_walk
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path_look = military_3_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@military_3_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@military_3_school_2_wait
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[camper@military_3_school_2_wait]:walker@fight
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path_walk = military_3_2_walk
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path_look = military_3_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@military_3_school_3
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[camper@military_3_school_3]:walker@fight
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path_walk = military_3_3_walk
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path_look = military_3_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_military_4_school]
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active = camper@military_4_school_1
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suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@military_4_school_1]:walker@ignore
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path_walk = military_4_1_walk
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path_look = military_4_1_look
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@military_4_school_2
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[camper@military_4_school_2]:walker@fight
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path_walk = military_4_2_walk
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path_look = military_4_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@military_4_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@military_4_school_2_wait
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[camper@military_4_school_2_wait]:walker@fight
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path_walk = military_4_2_walk
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path_look = military_4_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@military_4_school_3
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[camper@military_4_school_3]:walker@fight
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path_walk = military_4_3_walk
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path_look = military_4_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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[logic@pri_a28_military_5_school]
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active = camper@military_5_school_1
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suitable = {-pri_a28_school_done =target_squad_name(pri_a16_military_squad) !check_npc_name(strelok) !check_npc_name(kovalski) !check_npc_name(base_medic)} true
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prior = 100
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on_hit = hit@def
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on_death = death@def
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post_combat_time = 0,0
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[camper@military_5_school_1]:walker@ignore
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path_walk = military_5_1_walk
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path_look = military_5_1_look
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out_restr = pri_a28_sr_school_1
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on_info = {+pri_a28_colonel_about_snork} camper@military_5_school_2
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[camper@military_5_school_2]:walker@fight
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path_walk = military_5_2_walk
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path_look = military_5_2_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_2
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on_signal = path_end | camper@military_5_school_2_wait %+pri_a28_school_2_leave%
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on_info = {+pri_a28_school_2_leave} camper@military_5_school_2_wait
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[camper@military_5_school_2_wait]:walker@fight
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path_walk = military_5_2_walk
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path_look = military_5_2_look
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out_restr = pri_a28_sr_school_2
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on_info = {+pri_a28_colonel_fire_will} camper@military_5_school_3
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[camper@military_5_school_3]:walker@fight
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path_walk = military_5_3_walk
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path_look = military_5_3_look
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;def_state_moving = assault_fire
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out_restr = pri_a28_sr_school_3
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on_signal = path_end | {-pri_a28_school_done} %+pri_a28_school_done%
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