;*****************************************************************
; Yantar zombies
;*****************************************************************
[logic@yantar_zombies_kamp1]
active = kamp@yantar_zombies_kamp1

[kamp@yantar_zombies_kamp1]
center_point = kamp_1


[logic@yantar_zombies_kamp2]
active = kamp@yantar_zombies_kamp2

[kamp@yantar_zombies_kamp2]
center_point = kamp_2


[logic@yantar_zombies_kamp3]
active = kamp@yantar_zombies_kamp3

[kamp@yantar_zombies_kamp3]
center_point = kamp_3

[logic@yantar_zombies_kamp4]
active = kamp@yantar_zombies_kamp4

[kamp@yantar_zombies_kamp4]
center_point = kamp_4

[logic@yantar_zombies_walker]
active = walker@yantar_zombies_walker

[walker@yantar_zombies_walker]
path_walk = walker_walk	
sound_idle = state
;****************************************************
;Yantar scientist
;***************************************************

[wounded@ignore_scientist]
hp_state        = 0|wounded_heavy@help_heavy
hp_state_see    = 0|wounded_heavy@help_heavy
hp_victim       = 0|nil
hp_fight        = 0|false
hp_cover        = 0|false

[logic@scientist_offline]
active = walker@scientist_offline

[walker@scientist_offline]
path_walk = offline_walk
path_look = ucheniy_talk_look
wounded = wounded@ignore_scientist

[logic@scientist_out_rest]
active = walker@scientist_start
on_death = death@scientist
combat_ignore = combat_ignore
meet = meet@scientist

[walker@scientist_start]
path_walk = ucheniy_talk_walk
path_look = ucheniy_talk_look
combat_ignore_cond = always
;nv 071102, 080508 - fix Kruglov/Semenov repeating results, blocking door in panic
;on_info = {+yantar_kruglov_phrase_1} remark@yan_scientist_talk_1
;on_info = {+yan_kill_brain_done} walker@go_away
on_info = {+yan_find_scientist_done} walker@go_away
on_info2 = {+yantar_kruglov_phrase_1} remark@yan_scientist_talk_1
danger = danger_condition@1
meet = no_meet
wounded = wounded@ignore_scientist

[remark@yan_scientist_talk_1]
snd = yantar_kruglov_to_professor_1
anim = wait
target = 902
on_timer = 2500 | walker@kruglov_talk %+yantar_professor_phrase_2%
combat_ignore_cond = always
danger = danger_condition@1
meet = no_meet
wounded = wounded@ignore_scientist

[walker@kruglov_talk]
path_walk = bunker_walk
path_look = bunker_look
combat_ignore_cond = always
on_info = {+yan_kruglov_after_actor +yan_scientist_point_to_1} walker@door_2
danger = danger_condition@1
meet = meet@scientist
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist

[walker@door_2]
path_walk = walk_door_2
on_signal = door_2 |  %+yan_scientist_door_2_open +yan_scientist_gulag_state_2%
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[logic@scientist_not_in_rest]
active = walker@door_1
on_death = death@scientist
combat_ignore = combat_ignore
meet = no_meet

[walker@door_1]
path_walk = walk_door_1
on_signal = door_1 | camper@scientist_2 %+yan_scientist_door_1_open -yan_scientist_door_2_open%
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[camper@scientist_2]
path_walk = help_walk
path_look = help_look
combat_ignore_cond = always
on_signal = doors_close | camper@scientist_wait_2 %-yan_scientist_door_1_open%
meet = no_meet
radius = 0
no_retreat = true
danger = danger_condition@1
wounded = wounded@ignore_scientist

[camper@scientist_wait_2]
path_walk = wait_walk
path_look = help_look
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
def_state_moving = assault
radius = 0
no_retreat = true
on_info = {!see_enemy} camper@scientist_3
wounded = wounded@ignore_scientist
meet = no_meet

[camper@scientist_3]
path_walk = help_walk_1
path_look = help_look_1
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
meet = no_meet
on_signal = arrived_1 | camper@scientist_wait_3 
def_state_moving = assault
radius = 0
no_retreat = true
danger = danger_condition@1
wounded = wounded@ignore_scientist

[camper@scientist_wait_3]
path_walk = wait_walk_1
path_look = help_look_1
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
def_state_moving = assault
radius = 0
no_retreat = true
on_timer = 10000 | {!see_enemy} remark@scientist_4 
on_info = {!see_enemy =rostok_dist_to_actor_le(6)} remark@scientist_4 
wounded = wounded@ignore_scientist
meet = no_meet

[remark@scientist_4]
snd = yantar_kruglov_radiation_quest_2
anim = guard
target = actor
on_signal = sound_end | remark@scientist_41 
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet


[remark@scientist_41]
anim = probe_1
target = actor
on_signal = sound_end | camper@scientist_4 %=yan_gluk%
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[camper@scientist_4]
path_walk = help_walk_2
path_look = help_look_2
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
meet = no_meet
on_signal = arrived_2 | camper@scientist_wait_4 
def_state_moving = assault
radius = 0
no_retreat = true
danger = danger_condition@1
;on_timer = 7000 | {-yantar_kruglov_talk} %=yantar_kruglov_talk +yantar_kruglov_talk%
wounded = wounded@ignore_scientist

[camper@scientist_wait_4]
path_walk = wait_walk_2
path_look = help_look_2
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
def_state_moving = assault
radius = 0
no_retreat = true
on_timer = 10000 | remark@scientist_5 
on_info = {!see_enemy =rostok_dist_to_actor_le(4)} remark@scientist_5 
wounded = wounded@ignore_scientist
danger = danger_condition@1
meet = no_meet

[remark@scientist_5]
anim = probe_2
on_signal = sound_end | camper@scientist_5 %=yan_gluk%
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet


[camper@scientist_5]
path_walk = help_walk_3
path_look = help_look_3
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
meet = no_meet
on_signal = arrived_3 | remark@scientist_wounded_1 %+yan_scientist_researching% 
def_state_moving = assault
radius = 0
no_retreat = true
danger = danger_condition@1
wounded = wounded@ignore_scientist

[remark@scientist_wounded_1]
anim = probe_3
target = actor
on_signal = sound_end | walker@scientist_wounded_1 %+yan_spawn_ghost%
on_timer = 6000 | %+yan_spawn_ghost%
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet


[walker@scientist_wounded_1]
path_walk = wounded_walk
on_timer = 12000 | walker@scientist_wounded 
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[walker@scientist_wounded]
path_walk = wounded_walk
wounded = wounded@yan_scientist
combat_ignore_cond = always
on_info = {+yan_scientist_return_to_bunker} remark@scientist_return_to_bunker
danger = danger_condition@1

[remark@scientist_return_to_bunker]
snd = yantar_kruglov_radiation_quest_8
anim = guard
target = actor
on_signal = sound_end | remark@scientist_return_to_bunker_1
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[remark@scientist_return_to_bunker_1]
snd = yantar_kruglov_radiation_quest_9
anim = guard
target = actor
on_signal = sound_end | camper@scientist_return_to_bunker
combat_ignore_cond = always
danger = danger_condition@1
wounded = wounded@ignore_scientist
meet = no_meet

[camper@scientist_return_to_bunker]
path_walk = return_walk
path_look = help_look_3
combat_ignore_cond = {=fighting_actor =fighting_dist_ge(20)}
on_signal = door_1_open | walker@scientist_return_door_1 %+yan_scientist_door_1_open%
def_state_moving = assault
meet = no_meet
radius = 0
danger = danger_condition@1
wounded = wounded@ignore_scientist

[walker@scientist_return_door_1]
path_walk = door_1_walk
combat_ignore_cond = always
on_signal = door_2_open | %-yan_scientist_door_1_open +yan_scientist_door_2_open -yan_scientist_gulag_state_2 +yan_scientist_gulag_state_3%
danger = danger_condition@1
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist
meet = no_meet

[logic@scientist_return_out_rest]
active = walker@scientist_return_out_rest

[walker@scientist_return_out_rest]
;nv 071102 - fix Kruglov/Semenov repeating results, blocking door in panic
path_walk = bunker_walk
path_look = bunker_look
on_info = {-yan_find_scientist_done} walker@scientist_return_out_rest_2
on_info2 = {+yan_find_scientist_done} walker@go_away
combat_ignore_cond = always
danger = danger_condition@1
def_state_moving = walk
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist
meet = no_meet

[walker@scientist_return_out_rest_2]
path_walk = door_2_walk
on_signal = doors_close | walker@go_to_scientist %-yan_scientist_door_2_open%
combat_ignore_cond = always
danger = danger_condition@1
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist
meet = no_meet

[walker@go_to_scientist]
path_walk = ucheniy_talk_walk
path_look = ucheniy_talk_look
combat_ignore_cond = always
on_signal = arrived | remark@talk_about_research %+yan_find_scientist_done%
danger = danger_condition@1
def_state_moving = walk
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist
meet = no_meet

[remark@talk_about_research]
snd = yantar_kruglov_radiation_quest_10
anim = wait
target = 902
on_signal = sound_end | walker@go_away %+yantar_scientist_talk_helmet%
wounded = wounded@ignore_scientist
meet = no_meet

[walker@go_away]
path_walk = bunker_walk
path_look = bunker_look
combat_ignore_cond = always
danger = danger_condition@1
def_state_moving = walk
def_state_moving1 = walk
def_state_moving2 = walk
def_state_moving3 = walk
wounded = wounded@ignore_scientist

[wounded@yan_scientist]
hp_state = 102|help_me@yantar_kruglov_radiation_quest_7|101|wounded_heavy@yantar_kruglov_radiation_quest_7
hp_state_see = 102|wounded@yantar_kruglov_radiation_quest_7|101|wounded_heavy@yantar_kruglov_radiation_quest_7
psy_state = 50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20| {=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy
hp_cover = 30|true|10|false
hp_fight = 30|true|10|false
help_start_dialog = yantar_wounded_scientist


[meet@scientist]
meet_state 		= 1 | wait
meet_state_wpn 	= 1 | wait
victim 			= 2 | actor
victim_wpn 		= 2 | actor
use                     = true
use_wpn                 = true

[meet@scientist_1]
meet_state 			= 0 | guard
meet_state_wpn 		= 0 | guard
use                 = true
use_wpn             = true

[death@scientist]
on_info = %+yan_scientist_die%  

[danger_condition@1]
ignore_distance       = 0
ignore_distance_grenade = 1
ignore_distance_corpse  = 0
ignore_distance_hit     = 1
ignore_distance_sound   = 0 
danger_inertion_time_grenade = 1
danger_inertion_time_corpse = 1
danger_inertion_time_hit = 1
danger_inertion_time_sound = 1
danger_inertion_time_ricochet = 1

; nv140313 commented out unused logic per castl
; ;========================================================
; ; Tonnel Snorks
; ;========================================================

; [logic@yan_tonnel_snork_home_1]
; active = mob_home@yan_tonnel_snork_home_1

; [mob_home@yan_tonnel_snork_home_1]
; path_home = home_1
; home_min_radius = 20
; home_max_radius = 40

; [logic@yan_tonnel_snork_home_2]
; active = mob_home@yan_tonnel_snork_home_2

; [mob_home@yan_tonnel_snork_home_2]
; path_home = home_2
; home_min_radius = 20
; home_max_radius = 40

; [logic@yan_tonnel_snork_home_3]
; active = mob_home@yan_tonnel_snork_home_3

; [mob_home@yan_tonnel_snork_home_3]
; path_home = home_3
; home_min_radius = 15
; home_max_radius = 30


