--------------------------------------------------------------------------------
-- Guiders' teleportation tables -----------------------------------------------
-- Made by Peacemaker ----------------------------------------------------------
-- 09.06.08 --------------------------------------------------------------------
--------------------------------------------------------------------------------
--mar_actor_teleport_at_marsh_walk
--mar_actor_teleport_at_marsh_look

teleport_points = {
---------------------------------- MARSH ---------------------------------------
					mar_smart_terrain_4_5 = {
												level = "marsh",
												condlist = "{+mar_tutorial_return_to_base_reversed} true",
												point = "mar_smart_terrain_4_5_teleport_walk",
												look = "mar_smart_terrain_4_5_teleport_look",
											},
					mar_smart_terrain_5_12 = {
												level = "marsh",
												condlist = "{+mar_tutorial_return_to_base_reversed} true",
												point = "mar_smart_terrain_5_12_teleport_walk",
												look = "mar_smart_terrain_5_12_teleport_look",
											 },
					mar_smart_terrain_8_8 = {
												level = "marsh",
												condlist = "{+mar_tutorial_return_to_base_reversed} true",
												point = "mar_smart_terrain_8_8_teleport_walk",
												look = "mar_smart_terrain_8_8_teleport_look",
											},
					mar_smart_terrain_11_11 = {
												level = "marsh",
												condlist = "{+mar_tutorial_return_to_base_reversed} true",
												point = "mar_smart_terrain_11_11_teleport_walk",
												look = "mar_smart_terrain_11_11_teleport_look",
												},
					mar_smart_terrain_10_5 = {
												level = "marsh",
												condlist = "{+mar_tutorial_return_to_base_reversed} true",
												point = "mar_smart_terrain_10_5_teleport_walk",
												look = "mar_smart_terrain_10_5_teleport_look",
											 },
					mar_smart_terrain_csky_base = {
													level = "marsh",
													condlist = "{+mar_tutorial_return_to_base_reversed} true",
													point = "mar_smart_terrain_csky_base_teleport_walk",
													look = "mar_smart_terrain_csky_base_teleport_look",
													},
---------------------------------- ESCAPE --------------------------------------
					esc_smart_terrain_2_12 = {
												level = "escape",
												condlist = "{+mar_story_go_to_escape_done} true",
												point = "esc_smart_terrain_2_12_teleport_walk",
												look = "esc_smart_terrain_2_12_teleport_look",
											 },
					esc_smart_terrain_5_7 = {
												level = "escape",
												condlist = "{+esc_actor_inside_stalkerbase} true",
												point = "esc_smart_terrain_5_7_teleport_walk",
												look = "esc_smart_terrain_5_7_teleport_look",
											},
					esc_smart_terrain_7_11 = {
												level = "escape",
												condlist = "{+mar_story_go_to_escape_done} true",
												point = "esc_smart_terrain_7_11_teleport_walk",
												look = "esc_smart_terrain_7_11_teleport_look",
											 },
---------------------------------- GARBAGE -------------------------------------
					gar_smart_terrain_3_5 = {
												level = "garbage",
												condlist = "{+gar_visited_level} true",
												point = "gar_smart_terrain_3_5_teleport_walk",
												look = "gar_smart_terrain_3_5_teleport_look",
											},
					gar_smart_terrain_6_3 = {
												level = "garbage",
												condlist = "{+gar_visited_level} true",
												point = "gar_smart_terrain_6_3_teleport_walk",
												look = "gar_smart_terrain_6_3_teleport_look",
											},
					gar_smart_terrain_5_8 = {
												level = "garbage",
												condlist = "{+gar_visited_level} true",
												point = "gar_smart_terrain_5_8_teleport_walk",
												look = "gar_smart_terrain_5_8_teleport_look",
											},
---------------------------------- DARKVALLEY ----------------------------------
					val_smart_terrain_7_3 = {
												level = "darkvalley",
												condlist = "{+val_temp_start_quest_complete} true",
												point = "val_smart_terrain_7_3_teleport_walk",
												look = "val_smart_terrain_7_3_teleport_look",
											},
					val_smart_terrain_4_0 = {
												level = "darkvalley",
												condlist = "{+val_temp_start_quest_complete} true",
												point = "val_smart_terrain_4_0_teleport_walk",
												look = "val_smart_terrain_4_0_teleport_look",
											},
					val_smart_terrain_1_2 = {
												level = "darkvalley",
												condlist = "{+val_temp_start_quest_complete} true",
												point = "val_smart_terrain_1_2_teleport_walk",
												look = "val_smart_terrain_1_2_teleport_look",
											},
---------------------------------- AGROPROM ------------------------------------
					agr_smart_terrain_4_4 = {
												level = "agroprom",
												condlist = "{+agr_actor_on_agroprom} true",
												point = "agr_smart_terrain_4_4_teleport_walk",
												look = "agr_smart_terrain_4_4_teleport_look",
											},
					agr_smart_terrain_1_6 = {
												level = "agroprom",
												condlist = "{+agr_actor_on_agroprom} true",
												point = "agr_smart_terrain_1_6_teleport_walk",
												look = "agr_smart_terrain_1_6_teleport_look",
											},
---------------------------------- YANTAR --------------------------------------
					yan_smart_terrain_6_4 = {
												level = "yantar",
												condlist = "{+yan_ready_actor_cut2} true",
												point = "yan_smart_terrain_6_4_teleport_walk",
												look = "yan_smart_terrain_6_4_teleport_look",
											},
---------------------------------- RED FOREST ----------------------------------
					red_smart_terrain_4_2 = {
												level = "red_forest",
												condlist = "{+red_pursuit_scene_begin} true",
												point = "red_smart_terrain_4_2_teleport_walk",
												look = "red_smart_terrain_4_2_teleport_look",
											},
					red_smart_terrain_6_6 = {
												level = "red_forest",
												condlist = "{+red_pursuit_scene_begin} true",
												point = "red_smart_terrain_6_6_teleport_walk",
												look = "red_smart_terrain_6_6_teleport_look",
											},
					red_smart_terrain_bridge = {
												level = "red_forest",
												condlist = "{+red_pursuit_scene_begin} true",
												point = "red_smart_terrain_bridge_teleport_walk",
												look = "red_smart_terrain_bridge_teleport_look",
												 },
---------------------------------- MILITARY ------------------------------------
					mil_smart_terrain_7_4 = {
												level = "military",
												condlist = "{+mil_start_after_red_forest_completed} true",
												point = "mil_smart_terrain_7_4_teleport_walk",
												look = "mil_smart_terrain_7_4_teleport_look",
											},
					mil_smart_terrain_3_8 = {
												level = "military",
												condlist = "{+mil_start_after_red_forest_completed} true",
												point = "mil_smart_terrain_3_8_teleport_walk",
												look = "mil_smart_terrain_3_8_teleport_look",
											},
					mil_smart_terrain_2_2 = {
												level = "military",
												condlist = "{+mil_start_after_red_forest_completed} true",
												point = "mil_smart_terrain_2_2_teleport_walk",
												look = "mil_smart_terrain_2_2_teleport_look",
											},
					}
cross_level_teleport = {
						marsh = {
									escape = "mar_teleport_to_esc_walk",
									garbage = "mar_teleport_to_gar_walk",
									darkvalley = "mar_teleport_to_val_walk",
									agroprom = "mar_teleport_to_agr_walk",
									yantar = "mar_teleport_to_yan_walk",
									red_forest = "mar_teleport_to_red_walk",
									military = "mar_teleport_to_mil_walk",
								},
						escape = {
									marsh = "esc_teleport_to_mar_walk",
									garbage = "esc_teleport_to_gar_walk",
									darkvalley = "esc_teleport_to_val_walk",
									agroprom = "esc_teleport_to_agr_walk",
									yantar = "esc_teleport_to_yan_walk",
									red_forest = "esc_teleport_to_red_walk",
									military = "esc_teleport_to_mil_walk",
								 },
						garbage = {
									marsh = "gar_teleport_to_mar_walk",
									escape = "gar_teleport_to_esc_walk",
									darkvalley = "gar_teleport_to_val_walk",
									agroprom = "gar_teleport_to_agr_walk",
									yantar = "gar_teleport_to_yan_walk",
									red_forest = "gar_teleport_to_red_walk",
									military = "gar_teleport_to_mil_walk",
									},
						darkvalley = {
									marsh = "val_teleport_to_mar_walk",
									escape = "val_teleport_to_esc_walk",
									garbage = "val_teleport_to_gar_walk",
									agroprom = "val_teleport_to_agr_walk",
									yantar = "val_teleport_to_yan_walk",
									red_forest = "val_teleport_to_red_walk",
									military = "val_teleport_to_mil_walk",
									 },
						agroprom = {
									marsh = "agr_teleport_to_mar_walk",
									escape = "agr_teleport_to_esc_walk",
									garbage = "agr_teleport_to_gar_walk",
									darkvalley = "agr_teleport_to_val_walk",
									yantar = "agr_teleport_to_yan_walk",
									red_forest = "agr_teleport_to_red_walk",
									military = "agr_teleport_to_mil_walk",
									 },
						yantar = {
									marsh = "yan_teleport_to_mar_walk",
									escape = "yan_teleport_to_esc_walk",
									garbage = "yan_teleport_to_gar_walk",
									darkvalley = "yan_teleport_to_val_walk",
									agroprom = "yan_teleport_to_agr_walk",
									red_forest = "yan_teleport_to_red_walk",
									military = "yan_teleport_to_mil_walk",
								 },
						red_forest = {
									marsh = "red_teleport_to_mar_walk",
									escape = "red_teleport_to_esc_walk",
									garbage = "red_teleport_to_gar_walk",
									darkvalley = "red_teleport_to_val_walk",
									agroprom = "red_teleport_to_agr_walk",
									yantar = "red_teleport_to_yan_walk",
									military = "red_teleport_to_mil_walk",
									 },
						military = {
									marsh = "mil_teleport_to_mar_walk",
									escape = "mil_teleport_to_esc_walk",
									garbage = "mil_teleport_to_gar_walk",
									darkvalley = "mil_teleport_to_val_walk",
									agroprom = "mil_teleport_to_agr_walk",
									yantar = "mil_teleport_to_yan_walk",
									red_forest = "mil_teleport_to_red_walk",
									 },
						 }