[logic]
active = kamp@wait
relation = enemy

[kamp@wait]
combat_ignore_cond = true
out_restr = red_bridge_bandit_bridge_guard_restr
center_point = red_bridge_bandit_bridge_guard_wait
def_state_moving = patrol
on_info = {+red_pursuit_bandit_attack} camper@guard
on_info2 = {+red_bridge_scene_begin} camper@guard

[camper@guard]
out_restr = red_bridge_bandit_bridge_guard_restr
path_walk = red_bridge_bandit_bridge_guard_2_walk
path_look = red_bridge_bandit_bridge_guard_1_fire_look
radius = 10
def_state_moving = assault
def_state_campering = hide_na
def_state_campering_fire = hide_sniper_fire
on_info = {-red_pursuit_bandit_attack -red_bridge_scene_begin} kamp@wait
