[logic]
active = remark@scene_2_window_idle_2

[remark@scene_2_window_idle_2]
anim = mar_intro_2_window_idle
on_timer = 10000 | remark@scene_2_walk_talk
;lvl
on_info = {+mar_lvl_sim} remark@scene_2_walk_talk
meet = no_meet

[remark@scene_2_walk_talk]
;anim = mar_intro_2_window_walk
anim = mar_intro_2_talk_idle
on_timer = 1500 | remark@scene_2_walk_main %=play_sound(mar_intro_scene_2_lebedev:csky:mar_csky_commander_name)%
;lvl
on_info = {+mar_lvl_sim} remark@scene_2_talk_standing_1
meet = no_meet

[remark@scene_2_walk_main]
;anim = mar_intro_2_window_walk
anim = mar_intro_2_talk_idle
on_signal = anim_end | remark@scene_2_talk_standing_1
meet = no_meet

; Общаемся с персонажем
[remark@scene_2_talk_standing_1]
anim = mar_intro_2_talk_idle
on_info = {=talking} remark@scene_2_talk_standing_2
meet = meet@talking

; Общаемся с персонажем
[remark@scene_2_talk_standing_2]
anim = mar_intro_2_talk_idle
on_info = {!talking} remark@scene_2_finish %=disable_ui_elements(input)%
meet = meet@talking

[remark@scene_2_finish]
anim = mar_intro_2_walk_out
meet = no_meet
;lvl
on_info = {+mar_lvl_sim} nil %=destroy_object%
;{=in_zone_by_model_center(mar_intro_disappear)} 
on_game_timer = 95 | nil %+mar_intro_scene_2_end =destroy_object%

[meet@talking]
meet_state = 0 | mar_intro_2_talk_idle
meet_state_wpn = 0 | mar_intro_2_talk_idle
victim = 0 | nil
victim_wpn = 0 | nil
use = self
use_wpn = self
precond = usability
meet_only_at_path = false
trade_enable = false
allow_break = false