[logic@hock]
active = camper@0
suitable = {=check_npc_name(mil_hog)} true
on_death = death

[camper@0]
path_walk = com_2_walk
path_look = com_2_look
on_info = {+mil_start_after_red_forest +mil_actor_bridge} camper@1
on_info2 = {+forester_telled_coordinates +forester_talked_2} camper@1
meet = no_meet

[camper@1]
path_walk = com_2_walk
path_look = com_2_look
meet = meet
on_info = {+mil_merc_talked_f1_f2_wt1 -mil_merc_talked_i_hate_freedom -mil_racya_dialog_3_end} remark@1

[remark@1]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_signal = sound_end | %+mil_racya_dialog_1% remark@2
meet = no_meet
snd = mil_hog_to_freedom_2

[remark@2]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_info = {+mil_racya_dialog_1_end} remark@3
meet = no_meet

[remark@3]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_signal = sound_end | %+mil_racya_dialog_2% remark@4
meet = no_meet
snd = mil_hog_to_freedom_4

[remark@4]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_info = {+mil_racya_dialog_2_end} remark@5
meet = no_meet

[remark@5]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_signal = sound_end | %+mil_racya_dialog_3% remark@6
meet = no_meet
snd = mil_hog_to_freedom_6

[remark@6]
target = actor
anim = guard_rac
combat_ignore_cond = always
on_info = {+mil_racya_dialog_3_end} remark@7 %=play_sound(mil_hog_to_actor:killer:mil_hog_name)%
meet = no_meet

[remark@7]
target = actor
anim = wait
combat_ignore_cond = always
meet = no_meet
on_signal = sound_end | camper@1

[meet]
meet_state = 10 | guard@nil
meet_state_wpn = 40 | threat@mil_hog_greetings
victim = 10 | actor
victim_wpn = 30 | actor
use	= true
use_wpn	= true
;meet_dialog = hello_mil_killer

[death]
on_info = %+mil_hog_death%

[known_info]
mil_merc_talked_f1_f2_wt1
mil_merc_talked_i_hate_freedom