[logic@soldier01]
active = walker
on_death = death
suitable = {=check_npc_name(agr_holeman) -agru_leader_dolg_task_complete} true
prior = 42

[walker]
path_walk = agr_duty_hole_soldier_1_walk
path_look = agr_duty_hole_soldier_1_look
on_info = {+snork} camper@def
combat_ignore_cond = always
out_restr = agr_out_restr_hole

[camper@def]
path_walk = agr_duty_hole_soldier_1_walk
path_look = agr_duty_hole_soldier_1_look
out_restr = agr_out_restr_hole
def_state_campering = threat_na
def_state_campering_fire = threat_na
on_info = {+death_1 +death_2 +death_3 +death_4 +death_5 +death_6 +death_7 +death_8 +death_9 -agr_snork_dialog_shout_sound} remark@predialog

[remark@predialog]
on_actor_in_zone  = agr_out_restr_hole | remark@dialogwait

[remark@dialogwait]
anim = guard
target = actor
meet = no_meet
combat_ignore_cond = always
on_game_timer = 40 | remark@dialog

[remark@dialog]
anim = guard
target = actor
snd = agr_main_hole_actor_arrive
on_signal = sound_end | %+agr_holeman_dialog% camper@def2
meet = no_meet
combat_ignore_cond = always

[camper@def2]
path_walk = agr_duty_hole_soldier_1_walk
path_look = agr_duty_hole_soldier_1_look
on_info = %+agr_snork_dialog_shout_sound%
out_restr = agr_out_restr_hole
def_state_campering = threat_na
def_state_campering_fire = threat_na

[death]
on_info = %+agr_hole_leader_death%
