[spawn]
device_torch

[logic]
active = camper@jump
combat_ignore = combat_ignore
on_death = death

[death]
on_info = %-hospital_z3_enemy_3 =dec_counter(hospital_z3_cout)%

[camper@jump]
post_combat_time = 0,0
combat_ignore_cond = always
danger = danger_condition@2
path_walk = z3_enemy_floor2_3_walk_0
path_look = z3_enemy_floor2_3_look_0
def_state_moving = assault
on_signal = action | remark

[remark]
post_combat_time = 0,0
combat_ignore_cond = always
danger = danger_condition@2
anim = jump_down_1
on_signal = anim_end | walker@floor_1
;invulnerable = true

[walker@floor_1]
post_combat_time = 0,0
out_restr = kat_hosp_z3_floor1_restr
path_walk = z3_enemy_floor1_3_walk
path_look = z3_enemy_floor1_1_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault


[danger_condition]
ignore_distance_corpse = 0

[danger_condition@2]
ignore_distance = 0
ignore_ distance_grenade = 0
ignore_ distance_corpse = 0
ignore_ distance_hit = 0
ignore_ distance_sound = 0 

[combat_ignore]