[logic@levsha]
active = camper@wait_cut5
suitable = {=check_npc_name(yan_stalker_levsha) -yan_stop_spawn_cut6} true
prior = 100
post_combat_time = 0,0

;--сцена 5 "Прорыв к Установке"
[camper@wait_cut5]
path_walk = stalker5_cut5_1_walk
path_look = stalker5_cut5_1_look
invulnerable = true
radius = 0
post_combat_time = 0,0
combat_ignore_cond = {-yan_space_restrictor_actor_ready_cut5} true, {+yan_scene_6_snork_dead} true
on_info = {+yan_scene_6_snork_dead} camper@timer_fire1_cut5 
danger = danger_ignore

[danger_ignore]
ignore_distance = 0
ignore_types = sound

[camper@timer_fire1_cut5]
path_walk = stalker5_cut5_1_walk
path_look = stalker5_cut5_1_look
wounded = wounded
invulnerable = true
radius = 0
danger = danger_ignore
combat_ignore_cond = always
on_info = {+yan_proriv_k_ystanovke_start !talking} camper@timer_fire1_cut5_1
meet = meet@1


[camper@timer_fire1_cut5_1]
path_walk = stalker5_cut5_1_walk
path_look = stalker5_cut5_1_look
wounded = wounded
invulnerable = true
radius = 0
meet = meet@1
danger = danger_ignore
combat_ignore_cond = always
on_timer = 3000 | camper@wait_professor_phrase %=play_sound(yan_professor_start_operation:ecolog:yan_st_sakharov_name) +yan_low_psy_radiation_start%

[camper@wait_professor_phrase]
path_walk = stalker5_cut5_1_walk
path_look = stalker5_cut5_1_look
wounded = wounded
invulnerable = true
radius = 0
meet = no_meet
danger = danger_ignore
combat_ignore_cond = always
on_signal = sound_end | camper@fire1_cut5_temp %=play_sound(yan_squad_assemble:stalker:yan_st_levsha_name) +yan_proriv_k_ystanovke%

[meet@1]
meet_state = 30 | hello_wpn@yan_levsha_hello_actor | 10 | guard@yan_levsha_hello_actor 
meet_state_wpn = 15 | backoff@meet_weapon_wait
use_wpn = false
sound_start = yan_levsha_hello_actor
sound_start_wpn = meet_weapon_wait
victim = 30 | actor
victim_wpn = 30 | actor
use	= true
use_wpn	= true
meet_dialog = yan_levsha_hello_dialog 

[camper@fire1_cut5_temp]
path_walk = levsha_prepare_walk
path_look = levsha_prepare_look
combat_ignore_cond = {=fighting_dist_ge(15)}
invulnerable = true
meet = no_meet
def_state_moving = assault
on_signal = ready_to_zabor | camper@to_zabor_wait %+yan_scene_6_ready_to_zabor%
danger = danger_ignore

[camper@to_zabor_wait]
path_walk = levsha_prepare_walk
path_look = levsha_prepare_look
combat_ignore_cond = true
invulnerable = true
def_state_moving = assault
on_timer = 15000 | {-yan_zabor_1_already_jumping} camper@to_zabor %+yan_zabor_1_already_jumping%
meet = no_meet
danger = danger_ignore

[camper@to_zabor]
path_walk = zabor_walk
path_look = zabor_look
meet = no_meet
def_state_moving = assault
combat_ignore_cond = true
on_signal = ready_to_jump | remark@zabor %-yan_zabor_1_already_jumping%
invulnerable = true
danger = danger_ignore

[remark@zabor]
anim = yan_zabor_0
invulnerable = true
meet = no_meet
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@fire1_cut5
danger = danger_ignore

[camper@fire1_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_2_walk
path_look = stalker5_cut5_2_look
def_state_moving = assault
radius = 3
meet = no_meet
on_info = {+yan_destroy_zombi20 _cut5 +yan_destroy_zombi21_cut5 +yan_space_restrictor_actor_go_cut5} camper@fire2_cut5

[camper@fire2_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_3_walk
path_look = stalker5_cut5_3_look
def_state_moving = assault
radius = 3
meet = no_meet
on_info = {+yan_destroy_zombi22_cut5 +yan_destroy_zombi23_cut5} camper@fire3_cut5 

[camper@fire3_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_4_walk
path_look = stalker5_cut5_4_look
def_state_moving = assault
radius = 3
meet = no_meet
on_info = {+yan_destroy_zombi26_cut5} camper@fire4_cut5 %=play_sound(yan_levsha_clear:stalker:yan_st_levsha_name)%

[camper@fire4_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_5_walk
path_look = stalker5_cut5_5_look
def_state_moving = assault
radius = 3
meet = no_meet
on_info = {+yan_destroy_zombi29_cut5} camper@fire5_cut5 

[camper@fire5_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_6_walk
path_look = stalker5_cut5_6_look
def_state_moving = assault
radius = 3
meet = no_meet
on_info = {+yan_destroy_zombi30_cut5} camper@fire6_cut5 %=play_sound(yan_levsha_clear:stalker:yan_st_levsha_name)%

[camper@fire6_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker5_cut5_7_walk
path_look = stalker5_cut5_7_look
def_state_moving = assault
radius = 3
meet = no_meet
on_signal = on_position | {+yan_levsha_ready_cut6 =squad_in_zone_all(yan_stalker_levsha_1:yan_space_restrictor_tryba6_cut5) =squad_in_zone_all(yan_stalker_levsha_true:yan_space_restrictor_tryba6_cut5) =squad_in_zone_all(yan_stalker_levsha_2:yan_space_restrictor_tryba6_cut5)} remark@wait %+typoi +yan_zabor_stalker_5_on_position%

[remark@wait]
on_timer = 22000 | {-yan_zabor_2_already_jumping} camper@to_zabor_2 %+yan_zabor_2_already_jumping%
invulnerable = true
target = yan_smart_terrain_for_squad_levsha_stalker5_cut5_7_look,0
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = wait_na
meet = no_meet

[camper@to_zabor_2]
path_walk = zabor_3_walk
path_look = zabor_3_look
def_state_moving = assault
meet = no_meet
combat_ignore_cond = always
on_signal = ready_to_jump | remark@zabor_2 %-yan_zabor_2_already_jumping%
invulnerable = true

[remark@zabor_2]
anim = yan_zabor_2
meet = no_meet
;target = yan_smart_terrain_for_squad_levsha_zabor_2_look,0
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@wait_cut6

;-- сцена 6 "Ремонт Установки"
[camper@wait_cut6]
path_walk = stalker5_cut5_8_walk
path_look = stalker5_cut5_8_look
wounded = wounded
invulnerable = true
radius = 0
danger = danger_condition
combat_ignore_cond = always
meet =  no_meet
combat_ignore_cond = {-hit_cut6_stalker_1 -hit_cut6_stalker_2 -hit_cut6_stalker_3 -hit_cut6_stalker_4 -hit_cut6_stalker_5}
on_actor_dist_le_nvis = 6 | {+yan_actor_ready_cut6_ok} remark@yan_give_orders %=play_sound(yan_give_orders:stalker:yan_st_levsha_name)%

[remark@yan_give_orders]
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
anim = guard
target = yan_smart_terrain_for_squad_levsha_stalker5_cut5_8_look, 00
meet = no_meet
on_signal = sound_end | remark@yan_give_orders_2 


[remark@yan_give_orders_2]
invulnerable = true
danger = danger_condition
combat_ignore_cond = always
anim = guard
target = actor
on_info = %=play_sound(yan_give_orders:stalker:yan_st_levsha_name)%
on_signal = theme_end | camper@fire %+yan_ready_actor_cut6%
;on_actor_dist_ge_nvis = 7 | camper@fire
meet = no_meet

[camper@fire]
out_restr = yan_space_restrictor_cut6_for_group2
on_signal = yan_ready_perekl_cut6 | %+yan_start_remove +yan_ready_perekl_cut6 -yan_ready_vikl_cut6% camper@fire1 
path_walk = yan_per_3_walk
path_look = yan_per_3_look
def_state_moving = assault
invulnerable = true
combat_ignore_cond = always
danger = danger_condition
on_info = {+yan_stalker_5_kaput} camper@fire_not_inv
meet = no_meet

[camper@fire1]
out_restr = yan_space_restrictor_cut6_for_group2
path_walk = yan_per_3_walk
path_look = yan_per_3_look
def_state_moving = assault
invulnerable = true
combat_ignore_cond = always
danger = danger_condition
on_info = {+yan_stalker_3_kaput +yan_stalker_4_kaput} camper@fire_not_inv
meet = no_meet

[camper@fire_not_inv]
out_restr = yan_space_restrictor_cut6_for_group2
path_walk = yan_per_3_walk
path_look = yan_per_3_look
def_state_moving = assault
combat_ignore_cond = always
danger = danger_condition
on_info = {-yan_stalker_5_kaput} camper@fire
meet = no_meet
invulnerable = false

[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


