[logic]
active = walker@hide
combat_ignore = combat_ignore
on_death = death

[death]
on_info = %-hospital_z2_enemy_4 =dec_counter(hospital_z2_cout)%

[walker]
danger = danger_condition@2
combat_ignore = always
path_walk = z2_sw_enemy_4_walk
path_look = z2_enemy_look
on_info = walker@hide %=inc_counter(hospital_z2_cout)%


[walker@hide]
out_restr = kat_hosp_z2_enemy_restr
in_restr = kat_hosp_z2_enemy_in_restr
danger = danger_condition@2
combat_ignore = always
path_walk = z2_enemy_hide_4_walk
path_look = z2_enemy_look
on_info = {+hospital_z2_enter} walker@nw
group = 2

[walker@sw]
danger = danger_condition
out_restr = kat_hosp_z2_enemy_restr
in_restr = kat_hosp_z2_enemy_in_restr
path_walk = z2_sw_enemy_4_walk
path_look = z2_enemy_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+hospital_z2_actor_se} walker@se
on_info2 = {+hospital_z2_actor_ne} walker@ne
on_info3 = {+hospital_z2_actor_nw} walker@nw
group = 2

[walker@se]
danger = danger_condition
out_restr = kat_hosp_z2_enemy_restr
in_restr = kat_hosp_z2_enemy_in_restr
path_walk = z2_se_enemy_4_walk
path_look = z2_enemy_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+hospital_z2_actor_sw} walker@sw
on_info2 = {+hospital_z2_actor_ne} walker@ne
on_info3 = {+hospital_z2_actor_nw} walker@nw
group = 2

[walker@nw]
danger = danger_condition
out_restr = kat_hosp_z2_enemy_restr
in_restr = kat_hosp_z2_enemy_in_restr
path_walk = z2_nw_enemy_4_walk
path_look = z2_enemy_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+hospital_z2_actor_se} walker@se
on_info2 = {+hospital_z2_actor_ne} walker@ne
on_info3 = {+hospital_z2_actor_sw} walker@sw
group = 2

[walker@ne]
danger = danger_condition
out_restr = kat_hosp_z2_enemy_restr
in_restr = kat_hosp_z2_enemy_in_restr
path_walk = z2_ne_enemy_4_walk
path_look = z2_enemy_look
def_state_moving1 = assault
def_state_moving2 = assault
def_state_moving3 = assault
on_info = {+hospital_z2_actor_se} walker@se
on_info2 = {+hospital_z2_actor_nw} walker@nw
on_info3 = {+hospital_z2_actor_sw} walker@sw
group = 2

[danger_condition]
ignore_distance_corpse = 0

[danger_condition@2]
ignore_distance = 0

[combat_ignore]