; SOS wounded guy
[logic@val_sos_wounded]
active        = remark1
on_death      = death@wounded
combat_ignore = combat_ignore

[death@wounded]
on_info = %+val_sos_dead +val_sos_scene_end%

[danger1]
ignore_distance = 5
ignore_types    = corpse
danger_inertion_time_sound = 4000

[danger2]
ignore_distance = 15
ignore_types    = corpse
danger_inertion_time_sound = 15000

[meet1]
meet_dialog    = val_sos_dialog
meet_state     = 5|wait
meet_state_wpn = 5|wait
victim         = 5|actor
victim_wpn     = 5|actor
use            = true
use_wpn        = true

[wounded]
hp_state          = 20|wounded_heavy@help
hp_state_see      = 20|wounded_heavy@help_see
hp_cover          = 20|false
hp_fight          = 20|false
syndata           = wounded_heavy@help
help_start_dialog = val_sos_dialog

[remark1]
path_walk          = wounded_walk
anim               = wait
on_info            = {+val_sos_got_medkit} remark2
meet               = no_meet
danger             = danger1
wounded            = wounded
combat_ignore_cond = always

[remark2]
anim                  = wait
meet                  = meet1
danger                = danger2
on_info               = {+val_sos_give_info} remark3
on_actor_dist_ge_nvis = 20 | walker@leave

[remark3]
anim                  = wait
meet                  = meet1
danger                = danger2
on_timer              = 5400 | walker@leave
on_actor_dist_ge_nvis = 20 | walker@leave

[walker@leave]
path_walk             = wounded_leave_walk
def_state_moving1     = sprint
def_state_moving2     = sprint
def_state_moving3     = sprint
on_signal             = arrived | %+val_sos_scene_end%
combat_ignore_cond    = always

; SOS bloodsucker
[logic@val_sos_bs]
active = mob_home1
on_combat = mob_combat

[mob_combat]
on_info = nil %=disable_combat_handler%

[mob_home1]
path_home = bs_walk
on_info = {+val_sos_actor_near_wounded} mob_camp2 %=monster_berserk%

[mob_camp2]
path_home = bs_attack_walk
path_look = bs_attack_look


