149 lines
12 KiB
TeX
149 lines
12 KiB
TeX
;Meets default
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[meet@def]
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close_snd_hello = nil
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close_snd_bye = nil
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close_distance = 0
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far_distance = 0
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close_victim = nil
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use = false
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abuse = false
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[meet@zulus_def]:meet@def
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snd_on_use = pas_b400_zulus_no_meet
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[meet@vano_def]:meet@def
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snd_on_use = pas_b400_vano_no_meet
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[meet@sokolov_def]:meet@def
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snd_on_use = pas_b400_sokolov_no_meet
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[meet@wanderer_def]:meet@def
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snd_on_use = pas_b400_wanderer_no_meet
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;Hits
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[hit@zulus]
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on_info = {-pas_b400_zulus_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_zulus_on_enemy_hit)%
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on_info2 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_3) =inc_counter(pas_b400_actor_zulus_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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on_info3 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_2) =inc_counter(pas_b400_actor_zulus_hit)%
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on_info4 = {-pas_b400_zulus_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_zulus_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_zulus_on_actor_hit_1) =inc_counter(pas_b400_actor_zulus_hit)%
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on_info5 = {=deadly_hit} %+pas_b400_zulus_dead%
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[hit@vano]
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on_info = {-pas_b400_vano_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_vano_on_enemy_hit)%
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on_info2 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_3) =inc_counter(pas_b400_actor_vano_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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on_info3 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_2) =inc_counter(pas_b400_actor_vano_hit)%
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on_info4 = {-pas_b400_vano_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_vano_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_vano_on_actor_hit_1) =inc_counter(pas_b400_actor_vano_hit)%
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on_info5 = {=deadly_hit} %+pas_b400_vano_dead%
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[hit@sokolov]
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on_info = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_sokolov_on_enemy_hit)%
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on_info2 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_3) =inc_counter(pas_b400_actor_sokolov_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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on_info3 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_2) =inc_counter(pas_b400_actor_sokolov_hit)%
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on_info4 = {-pas_b400_sokolov_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_sokolov_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_sokolov_on_actor_hit_1) =inc_counter(pas_b400_actor_sokolov_hit)%
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on_info5 = {=deadly_hit} %+pas_b400_sokolov_dead%
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[hit@wanderer]
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on_info = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !hit_by_actor} %=play_sound(pas_b400_wanderer_on_enemy_hit)%
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on_info2 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:2) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_3) =inc_counter(pas_b400_actor_wanderer_hit) =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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on_info3 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:1) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_2) =inc_counter(pas_b400_actor_wanderer_hit)%
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on_info4 = {-pas_b400_wanderer_dead !is_playing_sound =is_alive !has_enemy =hit_by_actor =counter_equal(pas_b400_actor_wanderer_hit:0) =squad_exist(pas_b400_stalkers_squad)} %=play_sound(pas_b400_wanderer_on_actor_hit_1) =inc_counter(pas_b400_actor_wanderer_hit)%
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on_info5 = {=deadly_hit} %+pas_b400_wanderer_dead%
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;Death
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[death@zulus]
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on_info = %=stop_sound +pas_b400_zulus_dead +pri_a15_zulus_out%
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on_info2 = {!killed_by_actor} %+pas_b400_zulus_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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[death@vano]
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on_info = %=stop_sound +pas_b400_vano_dead +pri_a15_vano_out%
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on_info2 = {!killed_by_actor} %+pas_b400_vano_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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[death@sokolov]
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on_info = %=stop_sound +pas_b400_sokolov_dead +pri_a15_sokolov_out%
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on_info2 = {!killed_by_actor} %+pas_b400_sokolov_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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[death@wanderer]
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on_info = %=stop_sound +pas_b400_wanderer_dead +pri_a15_wanderer_out%
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on_info2 = {!killed_by_actor} %+pas_b400_wanderer_dead_sound%, {=killed_by_actor =squad_exist(pas_b400_stalkers_squad)} %+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor =set_squad_enemy_to_actor(pas_b400_stalkers_squad) +pas_b400_actor_enemy%
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;Sounds
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[walker@zulus_def]
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meet = meet@zulus_def
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wounded = wounded@no_wound
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def_state_standing = threat_na
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def_state_moving = assault
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on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_zulus_about_gates)%
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on_info93 = {+pas_b400_zulus_idle_talk} %-pas_b400_zulus_idle_talk =play_sound(pas_b400_zulus_idle)%
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on_info94 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_vano)%
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on_info95 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_sokolov)%
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on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_zulus_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_zulus_on_enemy_assault_wanderer)%
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on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far%
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on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_zulus_come_back) +pas_b400_actor_far%
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on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_zulus_wait_for_me) +pas_b400_actor_far%
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@vano_def]
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meet = meet@vano_def
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wounded = wounded@no_wound
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def_state_standing = threat_na
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def_state_moving = assault
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on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_vano_about_gates)%
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on_info93 = {+pas_b400_vano_idle_talk} %-pas_b400_vano_idle_talk =play_sound(pas_b400_vano_idle)%
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on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_zulus)%
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on_info95 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_sokolov)%
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on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_vano_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_vano_on_enemy_assault_wanderer)%
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on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far%
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on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_vano_come_back) +pas_b400_actor_far%
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on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_vano_wait_for_me) +pas_b400_actor_far%
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@sokolov_def]
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meet = meet@sokolov_def
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wounded = wounded@no_wound
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def_state_standing = threat_na
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def_state_moving = assault
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on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_sokolov_about_gates)%
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on_info93 = {+pas_b400_sokolov_idle_talk} %-pas_b400_sokolov_idle_talk =play_sound(pas_b400_sokolov_idle)%
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on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_zulus)%
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on_info95 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_vano)%
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on_info96 = {+pas_b400_wanderer_dead_sound +pas_b400_wanderer_dead_sound_actor} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_sokolov_on_actor_assault)%, {+pas_b400_wanderer_dead_sound} %-pas_b400_wanderer_dead_sound =play_sound(pas_b400_sokolov_on_enemy_assault_wanderer)%
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on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far%
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on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_sokolov_come_back) +pas_b400_actor_far%
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on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_sokolov_wait_for_me) +pas_b400_actor_far%
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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[walker@wanderer_def]
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meet = meet@wanderer_def
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wounded = wounded@no_wound
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def_state_standing = hide_na
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def_state_moving = assault
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on_info92 = {+pas_b400_about_gates} %-pas_b400_about_gates =play_sound(pas_b400_wanderer_about_gates)%
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on_info93 = {+pas_b400_wanderer_idle_talk} %-pas_b400_wanderer_idle_talk =play_sound(pas_b400_wanderer_idle)%
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on_info94 = {+pas_b400_zulus_dead_sound +pas_b400_zulus_dead_sound_actor} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_zulus_dead_sound} %-pas_b400_zulus_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_zulus)%
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on_info95 = {+pas_b400_vano_dead_sound +pas_b400_vano_dead_sound_actor} %-pas_b400_vano_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_vano_dead_sound} %-pas_b400_vano_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_vano)%
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on_info96 = {+pas_b400_sokolov_dead_sound +pas_b400_sokolov_dead_sound_actor} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_wanderer_on_actor_assault)%, {+pas_b400_sokolov_dead_sound} %-pas_b400_sokolov_dead_sound =play_sound(pas_b400_wanderer_on_enemy_assault_sokolov)%
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on_info97 = {+pas_b400_actor_far =dist_to_actor_le(30)} %-pas_b400_actor_far%
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on_info98 = {-pas_b400_actor_far =pas_b400_actor_far_backward} %=play_sound(pas_b400_wanderer_come_back) +pas_b400_actor_far%
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on_info99 = {-pas_b400_actor_far =pas_b400_actor_far_forward} %=play_sound(pas_b400_wanderer_wait_for_me) +pas_b400_actor_far%
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gather_items_enabled = false
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help_wounded_enabled = false
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corpse_detection_enabled = false
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;Wounded - no wounds
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[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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