[logic]
active = walker@1
level_spot = quest_npc

[walker@1]
path_walk = agr_duty_weaponmaster_1_walk
path_look = agr_duty_weaponmaster_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info={=is_shooting_finished} walker@2
invulnerable = true
out_restr = agr_in_restr_1
meet = meet@main

[walker@2]
path_walk = agr_duty_weaponmaster_1_walk
path_look = agr_duty_weaponmaster_1_look
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_info={!is_shooting_finished} walker@1
invulnerable = true
out_restr = agr_in_restr_1
meet = meet@after_game

[meet@main]
meet_state = 2|nil@nil
meet_state_wpn = 2|nil@nil
trade_enable = false
sound_start		= agr_duty_weaponmaster_meet
;sound_stop 		= agr_duty_weaponmaster_meet_bye
quest_npc 		= true

[meet@after_game]
meet_state = 2|nil@actor
meet_state_wpn = 2|nil@actor
victim = 2|actor
victim_wpn = 2|actor
use = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit%
use_wpn = {=dist_to_actor_le(2.5) +agr_shooting_door_exit} self %-agr_shooting_door_exit%
precond = visibility
allow_break = false
trade_enable = false
sound_stop 		= agr_duty_weaponmaster_meet_bye
quest_npc 		= true
