174 lines
6.1 KiB
TeX
174 lines
6.1 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@pri_b35_merc_leader]
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active = walker@leader_walk
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suitable = {=check_npc_name(pri_b35_merc_leader)}
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prior = 200
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on_death = death
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on_hit = hit
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on_combat = combat
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[walker@leader_walk]
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path_walk = leader_walk
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on_info = {+pri_b35_envoy_sighted} walker@rendevous
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on_info2 = {-pri_b35_envoy_sighted =see_npc(pri_b35_envoy)} %+pri_b35_envoy_sighted%
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on_info3 = {-pri_b35_merc_leader_sighted =npc_in_zone(pri_b35_sr_mercs)} %+pri_b35_merc_leader_sighted%
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;on_info4 = {-pri_b35_merc_leader_sighted =actor_see_npc} %+pri_b35_merc_leader_sighted%
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on_info5 = {+pri_b35_attack_started} walker@leader_after %+pri_b35_rendevous_done%
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on_info6 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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[walker@rendevous]
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path_walk = leader_rendevous_walk
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path_look = leader_rendevous_look
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on_info = {+pri_b35_rendevous_in_process} remark@rendevous
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on_info2 = {+pri_b35_attack_started} walker@leader_after %+pri_b35_rendevous_done%
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on_info3 = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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[remark@rendevous]
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anim = wait_na
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on_info = {+pri_b35_rendevous_done} walker@leader_after
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target = story | pri_b35_envoy
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[walker@leader_after]
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path_walk = leader_after_walk
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combat_ignore_cond = true
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out_restr = pri_b35_sr_mercs_escape
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on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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on_info2 = {+pri_b35_attack_started} walker@leader_after_rush
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def_state_moving = assault
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wounded = wounded@no_wound
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[walker@leader_after_rush]
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path_walk = leader_after_walk
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combat_ignore_cond = true
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out_restr = pri_b35_sr_mercs_escape
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on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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def_state_moving = rush
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wounded = wounded@no_wound
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[hit]
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on_info = {=hit_by_actor} %+pri_b35_attack_started%
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[death]
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on_info = %+pri_b35_merc_leader_out +pri_b35_attack_started%
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[combat]
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on_info = {-pri_b35_attack_started =has_actor_enemy} %+pri_b35_attack_started%
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[logic@pri_b35_merc_1]
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active = walker@merc_1
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suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)}
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prior = 200
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on_combat = combat
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[walker@merc_1]
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path_walk = merc_1_walk
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on_info = {+pri_b35_attack_started} walker@merc_after
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on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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[logic@pri_b35_merc_2]
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active = walker@merc_2
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suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)}
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prior = 200
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on_combat = combat
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[walker@merc_2]
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path_walk = merc_2_walk
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on_info = {+pri_b35_attack_started} walker@merc_after
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on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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[logic@pri_b35_merc_3]
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active = walker@merc_3
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suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)}
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prior = 200
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on_combat = combat
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[walker@merc_3]
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path_walk = merc_3_walk
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on_info = {+pri_b35_attack_started} walker@merc_after
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on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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danger = danger@no_danger
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[logic@pri_b35_merc_4]
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active = walker@merc_4
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suitable = {!check_npc_name(pri_b35_merc_leader) !check_npc_name(pri_b35_merc_grenade_launcher) =target_squad_name(pri_b35_mercs_squad)}
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prior = 200
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on_combat = combat
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[walker@merc_4]
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path_walk = merc_4_walk
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path_look = merc_4_look
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on_info = {+pri_b35_attack_started} walker@merc_after
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on_info2 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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def_state_standing = guard_chasovoy
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[walker@merc_after]
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path_walk = leader_after_walk
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out_restr = pri_b35_sr_mercs_escape
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def_state_moving = rush
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wounded = wounded@no_wound
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[walker@merc_after_no_attack]
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path_walk = leader_after_walk
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out_restr = pri_b35_sr_mercs_escape
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on_info = {+pri_b35_attack_started !check_npc_name(pri_b35_merc_grenade_launcher)} walker@merc_after
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on_info2 = {+pri_b35_attack_started =check_npc_name(pri_b35_merc_grenade_launcher_1) =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_1
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on_info3 = {+pri_b35_attack_started =check_npc_name(pri_b35_merc_grenade_launcher_2) =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_2
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def_state_moving = patrol
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wounded = wounded@no_wound
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[logic@pri_b35_merc_5]
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active = walker@merc_5
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suitable = {=check_npc_name(pri_b35_merc_grenade_launcher_1)}
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prior = 200
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on_combat = combat
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[walker@merc_5]
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path_walk = merc_5_walk
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path_look = merc_5_look
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on_info = {+pri_b35_attack_started =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_1
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on_info2 = {+pri_b35_attack_started !npc_in_zone(pri_b35_sr_mercs)} walker@merc_after
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on_info3 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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def_state_standing = wait_na
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[remark@shoot_actor_1]
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target = path | pri_b35_mercs_grenade_launcher_look, 0
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anim = threat_fire
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on_game_timer = 70 | walker@mercs_grenade_after
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on_info = {!actor_in_zone(pri_b35_sr_actor_position)} walker@mercs_grenade_after
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[logic@pri_b35_merc_6]
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active = walker@merc_6
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suitable = {=check_npc_name(pri_b35_merc_grenade_launcher_2)}
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prior = 200
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on_combat = combat
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[walker@merc_6]
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path_walk = merc_6_walk
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path_look = merc_6_look
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on_info = {+pri_b35_attack_started =npc_in_zone(pri_b35_sr_mercs)} remark@shoot_actor_2
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on_info2 = {+pri_b35_attack_started !npc_in_zone(pri_b35_sr_mercs)} walker@merc_after
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on_info3 = {+pri_b35_rendevous_done -pri_b35_attack_started} walker@merc_after_no_attack
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def_state_standing = wait_na
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[remark@shoot_actor_2]
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target = path | pri_b35_mercs_grenade_launcher_look, 0
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anim = threat_fire
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on_game_timer = 70 | walker@mercs_grenade_after
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on_info = {!actor_in_zone(pri_b35_sr_actor_position)} walker@mercs_grenade_after
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[walker@mercs_grenade_after]
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path_walk = leader_after_walk
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out_restr = pri_b35_sr_mercs_escape
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def_state_moving = sprint
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wounded = wounded@no_wound
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