[logic]
active = remark@wait
on_death = death
on_hit = hit
level_spot = quest_npc
trade = misc\trade\trade_barmen_all.ltx

[remark@enemy]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
path_walk = agr_smart_terrain_1_6_barman_1_walk
path_look = agr_smart_terrain_1_6_barman_1_look
out_restr = agr_in_restr_barman
anim = hands_up
target = actor
meet = no_meet
on_info = {!is_smart_in_combat(agr_smart_terrain_1_6)} remark@wait

[remark@wait]
path_walk = agr_smart_terrain_1_6_barman_1_walk
path_look = agr_smart_terrain_1_6_barman_1_look
out_restr = agr_in_restr_barman
anim = wait
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = smartcover@near_table
meet = meet

[smartcover@near_table]
cover_name = agr_smart_cover_barman_1
loophole_name = lead_stand_lean_on_bar
cover_state = idle_target
out_restr = agr_in_restr_barman
on_timer = 13330 | smartcover@near_table2
def_state_moving = walk
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = {=actor_in_zone(agr_trader_tradezone)} smartcover@trade
meet = meet

[smartcover@near_table2]
cover_name = agr_smart_cover_barman_1
loophole_name = lead_stand_lean_on_bar
cover_state = lookout_target
out_restr = agr_in_restr_barman
on_timer = 15000 | smartcover@near_table3
def_state_moving = walk
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = {=actor_in_zone(agr_trader_tradezone)} smartcover@trade
meet = meet

[smartcover@near_table3]
cover_name = agr_smart_cover_barman_1
loophole_name = lead_stand_lean_on_bar
cover_state = fire_no_lookout_target
out_restr = agr_in_restr_barman
on_timer = 4500 | smartcover@near_table4
def_state_moving = walk
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = {=actor_in_zone(agr_trader_tradezone)} smartcover@trade
meet = meet

[smartcover@near_table4]
cover_name = agr_smart_cover_barman_1
loophole_name = lead_stand_lean_on_bar
cover_state = fire_target
out_restr = agr_in_restr_barman
on_timer = 6500 | smartcover@near_table
def_state_moving = walk
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = {=actor_in_zone(agr_trader_tradezone)} smartcover@trade
meet = meet

[smartcover@trade]
cover_name = agr_smart_cover_barman_1
loophole_name = lead_stand_lean_on_bar
cover_state = idle_target
out_restr = agr_in_restr_barman
def_state_moving = walk
meet = meet
on_info = {=is_smart_in_combat(agr_smart_terrain_1_6)} remark@enemy
on_info2 = {!actor_in_zone(agr_trader_tradezone)} smartcover@near_table

[death]
on_info = %+agr_duty_barman_death%

[hit]
on_info = %=kill_npc%

[meet]
meet_state 		= 3|nil@nil
victim			= 3|actor
use			= true
abuse			= false
meet_state		= 3|nil@nil
sound_start 		= agr_duty_barman_meet
sound_stop 		= agr_duty_barman_meet_bye
quest_npc	        = true