[logic]
active = remark@spawn
on_death = death
combat_ignore = combat_ignore

[death]
on_info = %+val_opendoor_soldier_start%

[combat_ignore]

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

[camper@start]
path_walk = val_opendoor_victim_walk
path_look = val_opendoor_victim_look
radius = 0
def_state_moving = rush
def_state_campering = threat
def_state_campering_fire = threat_fire
no_retreat = true
on_info = {=is_dead_one(410)} nil
on_info2 = {+val_opendoor_plr_detected} nil
on_timer = 4000 | nil
combat_ignore_cond = always
wounded = wounded

[wounded]
hp_state = 3|help_me@help
hp_state_see = 3|wounded@help_see
hp_victim = 3|nil
hp_fight = 3|false
hp_cover = 3|false
