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

[death]
on_info = %+val_escort_captive_dead +val_opendoor_end%

[hit]
on_info = {-val_opendoor_plr_detected =hit_by_actor} walker@leave %+val_opendoor_plr_detected +val_opendoor_end%

[combat_ignore]

;--------------------------------------------------------------------------
; стандартный диалог
;--------------------------------------------------------------------------
[meet@def]
meet_state = 1|guard
meet_state_wpn = 1|guard
victim = 1|actor
victim_wpn = 1|actor
use = false
use_wpn = false

;--------------------------------------------------------------------------
; схемы
;--------------------------------------------------------------------------
[camper@spawn]
path_walk = val_opendoor_soldier_wait_walk
path_look = val_opendoor_soldier_wait_look
radius = 0
no_retreat = true
on_info = {+val_opendoor_soldier_start} camper@start
combat_ignore_cond = {!fighting_actor}

[camper@start]
path_walk = val_opendoor_soldier_walk
path_look = val_opendoor_soldier_look
def_state_moving = assault
def_state_campering = threat
def_state_campering_fire = threat_fire
radius = 0
on_signal = fight | remark@fight
combat_ignore_cond = {=fighting_actor -val_opendoor_plr_detected}

[remark@fight]
no_move = true
no_rotate = true
anim = threat
on_info = {=is_dead_one(410)} remark@talk ;, {+val_opendoor_plr_detected} nil
combat_ignore_cond = {!check_fighting(410)}, {=fighting_actor -val_opendoor_plr_detected}

[remark@talk]
snd = speech
anim = guard_rac
meet = meet@def
on_signal = sound_end | walker@leave %+val_opendoor_end%
;on_info = {+val_opendoor_plr_detected} nil ;walker@gulag
combat_ignore_cond = {=fighting_actor -val_opendoor_plr_detected}

[walker@leave]
path_walk = val_opendoor_soldier_leave_walk
path_look = val_opendoor_soldier_leave_look
;meet = meet@def
on_signal = arrived | nil ;walker@gulag
;on_info = {+val_opendoor_plr_detected} nil ;walker@gulag
combat_ignore_cond = {=fighting_actor -val_opendoor_plr_detected}
