[logic]
active = remark@spawn
;on_death = death
on_hit = hit
combat_ignore = combat_ignore

;[death]
;on_info = {=killed_by(412)} %=hit_npc(412:bip01_head:300:1700)%

[hit]
on_info = {-val_opendoor_plr_detected =hit_by_actor} nil %+val_opendoor_plr_detected +val_opendoor_end%
on_info2 = {=hitted_by(412)} nil %=hit_npc(412:bip01_head:400:2700)%

[combat_ignore]

;--------------------------------------------------------------------------
; стандартный диалог
;--------------------------------------------------------------------------
[meet@def]
meet_state = 5|guard
meet_state_wpn = 10|threat@threat_weap
victim = 10|actor
victim_wpn = 10|actor
use = true

;--------------------------------------------------------------------------
; схемы
;--------------------------------------------------------------------------
[remark@spawn]
no_move = true
on_info = {+val_opendoor_start} camper@start
combat_ignore_cond = always

[camper@start]
path_walk = val_opendoor_monolith_walk
path_look = val_opendoor_monolith_look
def_state_moving = assault
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true
radius = 0
;meet = meet@def
on_signal = victim_start | %+val_opendoor_victim_start%
;on_info = {+val_opendoor_victim_start} camper@fight
on_info = {=is_dead_one(411)} camper@wait
;on_info2 = {+val_opendoor_plr_detected} nil
combat_ignore_cond = {!check_fighting(411)} ;{=fighting_actor -val_opendoor_plr_detected}
wounded = wounded

[camper@wait]
path_walk = val_opendoor_monolith_walk
path_look = val_opendoor_monolith_look
def_state_moving = assault
def_state_campering = threat
def_state_campering_fire = threat_fire
radius = 0
no_retreat = true
;meet = meet@def
on_info = {=is_dead_one(412)} nil %+val_opendoor_end%
;on_info2 = {+val_opendoor_plr_detected} nil
combat_ignore_cond = always
wounded = wounded

[wounded]
hp_state = 0|help_me@help
hp_state_see = 0|wounded@help_see
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false
