[logic]
active = camper@floor_2
on_death = death

[death]
on_info = %-hospital_z3_enemy_9 =dec_counter(hospital_z3_cout)%

[camper@floor_2]
combat_ignore_cond = always
out_restr = z3_defender_restr
path_walk = z3_enemy_floor2_9_walk
path_look = z3_enemy_look
radius = 0
def_state_moving = assault
def_state_campering = threat_na
def_state_campering_fire = threat_fire
on_signal = action | camper@floor_2_fire
post_combat_time = 0,0

[camper@floor_2_fire]
post_combat_time = 0,0
out_restr = z3_defender_restr
path_walk = z3_enemy_floor2_9_walk
path_look = z3_enemy_look
radius = 5
def_state_moving = assault
def_state_campering = threat_na
def_state_campering_fire = threat_fire
wounded = wounded
post_combat_time = 0,0

[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
