[logic]
active = walker@wait_actor

[walker@wait_actor]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_1_walk
path_look = red_pursuit_strelok_1_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
;on_info = {=dist_to_actor_le(50) +red_pursuit_scene_begin} walker@go_tonnel
on_info = {+red_pursuit_boars_attack} walker@go_tonnel2
meet = no_meet

[walker@go_tonnel]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_2_walk
path_look = red_pursuit_strelok_2_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_signal = action | walker@go_tonnel2 %+red_pursuit_strelok_go_1%
on_info = {+red_pursuit_strelok_go_1} walker@go_tonnel2
meet = no_meet

[walker@go_tonnel2]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_2_walk
path_look = red_pursuit_strelok_2_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_signal = action | walker@go_tonnel3 %+red_pursuit_strelok_go_2%
on_info = {+red_pursuit_strelok_go_2} walker@go_tonnel3
meet = no_meet

[walker@go_tonnel3]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_3_walk
path_look = red_pursuit_strelok_3_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_signal = action | walker@go_tonnel4 %+red_pursuit_strelok_go_3%
on_info = {+red_pursuit_strelok_go_3} walker@go_tonnel4
meet = no_meet

[walker@go_tonnel4]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_4_walk
path_look = red_pursuit_strelok_4_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_signal = action | walker@wait %=play_sound(red_pursuit_strelok_threat:stalker:sim_strelok_name)%
on_info = {+red_pursuit_strelok_go} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:sim_strelok_name)%
on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel %=play_sound(red_pursuit_strelok_threat:stalker:sim_strelok_name)%
meet = no_meet

[walker@wait]
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_hide_walk
path_look = red_pursuit_strelok_hide_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_info = {+red_pursuit_strelok_go} walker@in_tonnel
on_info2 = {+red_pursuit_ambush_attack} walker@in_tonnel
meet = no_meet

[walker@in_tonnel]
invulnerable = true
combat_ignore_cond = always
combat_ignore_keep_when_attacked = true
path_walk = red_pursuit_strelok_5_walk
path_look = red_pursuit_strelok_5_walk
def_state_moving1 = sprint
def_state_moving2 = sprint
def_state_moving3 = sprint
on_signal = action | {+red_pursuit_explode} %+red_pursuit_strelok_offline =destroy_object%