[logic]
active = {~33} camper@jump_1, camper@jump
combat_ignore = combat_ignore
on_death = death
smart_terrain = nil

[camper@jump]
combat_ignore_cond = always
danger = danger_condition@2
path_walk = survival_spawn2
path_look = survival_look2
def_state_moving = assault
on_signal = jump | {~50} remark@0 , remark@2

[camper@jump_1]
combat_ignore_cond = always
danger = danger_condition@2
path_walk = survival_spawn2_jump1
path_look = survival_look2
def_state_moving = assault
on_signal = jump |  remark@1

[remark@0]
combat_ignore_cond = always
danger = danger_condition@2
anim = jump_down_arena_0
on_signal = anim_end | remark@last %=hit_npc_from_actor%
invulnerable = true

[remark@1]
combat_ignore_cond = always
danger = danger_condition@2
anim = jump_down_arena_1
on_signal = anim_end | remark@last %=hit_npc_from_actor%
invulnerable = true

[remark@2]
combat_ignore_cond = always
danger = danger_condition@2
anim = jump_down_arena_2
on_signal = anim_end | remark@last %=hit_npc_from_actor%
invulnerable = true

[remark@last] 
in_restr = spawn_restr2 
anim = guard
target = actor

[danger_condition@2]
ignore_distance = 0
ignore_distance_grenade = 0
ignore_distance_corpse = 0
ignore_distance_hit = 0
ignore_distance_sound = 0 