[logic]
active = walker@room2hole
combat_ignore = combat_ignore
trade = misc\trade_barman.ltx
inv_max_weight = 10000
 
[walker@at_hole]
path_walk = bar_barman_hole_walk
path_look = bar_barman_hole_look
def_state_standing = barman_wait_free
def_state_moving1 = barman_walk_free
def_state_moving2 = barman_walk_free
def_state_moving3 = barman_walk_free
on_info = {+bar_barman_need_room} walker@hole2room
on_info2 = {+yan_x16_documents_gain -bar_psih_come} %+bar_psih_come =bar_psih_come%
on_info3 = {+agroprom_military_case_done -agroprom_military_case_learn} walker@hole2room_agroprom_case
meet = meet@at_hole
danger = danger_condition@barman

[walker@hole2room_agroprom_case]
path_walk = bar_barman_hole2room_walk
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
on_signal = arrived | walker@at_hole %+agroprom_military_case_learn%
danger = danger_condition@barman
meet = meet@no_talk

[meet@at_hole]
meet_state = 6|barman_talk_free@bar_bar_barmen_hello
meet_state_wpn = 6|barman_talk_free@bar_bar_barmen_hello
victim = 6|actor
victim_wpn = 6|actor
use = true
use_wpn = true
meet_dialog		=  bar_bar_barmen_start

[walker@hole2room]
path_walk = bar_barman_hole2room_walk
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
on_signal = arrived | %+bar_barman_stay_room%
on_info = {+bar_barman_stay_room +bar_psih_come -bar_psih_done} walker@room_psih, {+bar_barman_stay_room} walker@at_room
danger = danger_condition@barman
meet = meet@no_talk

[walker@at_room]
path_walk = bar_barman_room_walk
path_look = bar_barman_room_look
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
meet = meet@at_room
on_info = {+bar_barman_need_hole} walker@room2hole
danger = danger_condition@barman

[meet@at_room]
meet_state = 3|barman_wait_danger@bar_bar_barmen_hello_room|2|barman_wait_danger
meet_state_wpn = 3|barman_wait_danger@bar_bar_barmen_hello_room|2|barman_wait_danger
victim = 3|actor
victim_wpn = 3|actor
use = true
use_wpn = true
meet_dialog		=  bar_bar_barmen_start_room


[walker@room_psih]
path_walk = bar_barman_room_walk_psih
path_look = bar_barman_room_look_psih
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
meet = meet@room_psih
on_info = {+bar_barman_need_hole} walker@room2hole, {+bar_psih_suicide -bar_psih_done} walker@room_psih_idle
on_signal = arrived | %+bar_barman_need_1_phrase%
on_info2 = {+bar_barman_need_1_phrase -bar_barman_say_1_phrase} remark@room_psih_1
danger = danger_condition@barman

[remark@room_psih_1]
anim = barman_wait_danger
snd = bar_barman_psycho
target = 517
on_signal = sound_end | walker@room_psih %+bar_barman_say_1_phrase%
danger = danger_condition@barman


[walker@room_psih_idle]
path_walk = bar_barman_room_walk_psih
path_look = bar_barman_room_look_psih
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
on_timer = 10000 | remark@room_psih_2
danger = danger_condition@barman

[remark@room_psih_2]
anim = barman_shock
snd = bar_barman_psycho
target = 517
on_timer = 14000 | remark@room_psih_3
danger = danger_condition@barman

[remark@room_psih_3]
anim = barman_wait_danger
snd = bar_barman_psycho
target = 517
on_signal = sound_end | walker@room_psih %+bar_psih_done%
danger = danger_condition@barman

[meet@room_psih]
;meet_state = 15|barman_wait_danger
;meet_state_wpn = 15|barman_wait_danger
;victim = 15|nil
;victim_wpn = 15|nil
use = true
use_wpn = true

[meet@no_talk]
use             = false
use_wpn         = false
abuse = false


[walker@room2hole]
path_walk = bar_barman_room2hole_walk
def_state_standing = barman_wait_danger
def_state_moving1 = barman_walk_danger
def_state_moving2 = barman_walk_danger
def_state_moving3 = barman_walk_danger
on_signal = arrived | %+bar_barman_stay_hole%
on_info = {+bar_barman_stay_hole} walker@at_hole
danger = danger_condition@barman
meet = meet@no_talk

[danger_condition@barman]
ignore_distance       = 0

[combat_ignore]
combat_ignore_cond = always