;*****************************
;********* sniper1 ***********

[logic]
active = camper@enter_work1
on_death = death@work1
relation = enemy
post_combat_time = 0,0

[death@work1]
on_info = %-red_bridge_sniper_snd -red_bridge_sniper_spawn -red_bridge_sniper_work1 +red_bridge_sniper_work2 +red_bridge_sniper_task_complete%

[camper@enter_work1]
combat_ignore_cond = true
;invulnerable = true
path_walk = red_bridge_sniper_smart_exclusive_sniper_1_walk
path_look = red_bridge_sniper_smart_sniper_signal_look
radius = 0
def_state_moving = sneak_run
def_state_campering_fire = hide_sniper_fire
def_state_standing = hide_na
on_signal = action | camper@bridge_fire_work1
wounded = wounded@work1

[camper@sniper_fire_work1]
;out_restr = red_bridge_sniper_3_restr
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_bridge_sniper_smart_exclusive_sniper_1_walk
path_look = red_bridge_sniper_smart_exclusive_sniper_fire_look
radius = 0
def_state_moving = sneak_run
on_game_timer = 20 | camper@bridge_fire_work1
on_info = {-red_bridge_sniper_fire} camper@actor_hunt_work1
wounded = wounded@work1

[camper@actor_hunt_work1]
;out_restr = red_bridge_sniper_3_restr
combat_ignore_cond = {!is_enemy_actor}
path_walk = red_bridge_sniper_smart_exclusive_sniper_2_walk
path_look = red_bridge_sniper_smart_search_actor_look
target = actor
anim = hide_sniper_fire
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_sniper_fire
radius = 0
on_game_timer = 100 | %+red_bridge_sniper_snd%
on_info = {+red_bridge_sniper_fire} camper@bridge_fire_work1

[camper@bridge_fire_work1]
;out_restr = red_bridge_sniper_3_restr
combat_ignore_cond = {!enemy_in_zone(red_bridge_bridge_control)}
path_walk = red_bridge_sniper_smart_exclusive_sniper_1_walk
path_look = red_bridge_sniper_smart_exclusive_sniper_fire_look
radius = 0
def_state_moving = sneak_run
def_state_campering = hide_na
def_state_campering_fire = hide_sniper_fire
on_info = {-red_bridge_sniper_fire} camper@actor_hunt_work1
on_game_timer = 50 | %+red_bridge_sniper_target% 
wounded = wounded@work1

[remark@sniper_target_work1]
out_restr = red_bridge_sniper_3_restr
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = hide_sniper_fire
target = red_bridge_sniper_smart_exclusive_sniper_fire_look, 0
on_info = {-red_bridge_sniper_fire} camper@actor_hunt_work1
on_game_timer = 20 | camper@actor_hunt_work1 %+red_bridge_sniper_target%
combat_type = camper

[wounded@work1]
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