[logic]
active = camper@floor_2
combat_ignore = combat_ignore
on_death = death

[death]
on_info = %-hospital_z3_enemy_10 =dec_counter(hospital_z3_cout)%

[camper@floor_2]
post_combat_time = 0,0
combat_ignore_cond = always
danger = danger_condition@2
out_restr = z3_defender_restr
path_walk = z3_enemy_floor2_10_walk
path_look = z3_enemy_look
radius = 0
def_state_moving = assault
on_signal = action | camper@floor_2_fire

[camper@floor_2_fire]
post_combat_time = 0,0
danger = danger_condition
out_restr = z3_defender_restr
path_walk = z3_enemy_floor2_10_walk
path_look = z3_enemy_look
radius = 5
def_state_moving = assault
wounded = wounded

[wounded]
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

[danger_condition]
ignore_distance_corpse = 0

[danger_condition@2]
ignore_distance = 0

[combat_ignore]