[logic@stalker6]
active = walker@snork_appear
suitable = {-yan_stop_spawn_cut6} true
post_combat_time = 0,0

[walker@snork_appear]
path_walk = stalker6_cut5_walk
path_look = stalker6_cut5_look 
wounded = wounded
invulnerable = true
meet = no_meet
combat_ignore_cond = {-yan_space_restrictor_actor_ready_cut5} true, {+yan_scene_6_snork_dead} true
on_info = {+yan_scene_6_snork_dead} camper@wait_cut5
danger = danger_ignore

[danger_ignore]
ignore_distance = 0
ignore_types = sound

;--сцена 5 "Прорыв к Установке"

[camper@wait_cut5]
path_walk = stalker6_cut5_walk
path_look = stalker6_cut5_look
wounded = wounded
invulnerable = true
radius = 0
danger = danger_ignore
combat_ignore_cond = true
meet = no_meet
on_info = {+yan_destroy_zombi26_cut5} camper@to_zabor


[camper@to_zabor]
path_walk = zabor_walk
path_look = zabor_look
meet = no_meet
def_state_moving = assault
combat_ignore_cond = true
invulnerable = true
on_signal = ready_to_jump | remark@zabor
danger = danger_ignore

[remark@zabor]
anim = yan_zabor_0
meet = no_meet
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@fire4_cut5
danger = danger_ignore

[camper@fire4_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker6_cut5_5_walk
path_look = stalker6_cut5_5_look
def_state_moving = assault
radius = 0
meet = no_meet
on_info = {+yan_destroy_zombi32_cut5} camper@fire5_cut5

[camper@fire5_cut5]
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(15)} 
path_walk = stalker6_cut5_6_walk
path_look = stalker6_cut5_6_look
def_state_moving = assault
radius = 0
on_signal = on_position | %+yan_zabor_stalker_6_on_position%
on_info = {+typoi +yan_levsha_ready_cut6} remark@1

[remark@1]
on_timer = 10000 | {-yan_zabor_2_already_jumping} camper@to_zabor_2 %+yan_zabor_2_already_jumping%
invulnerable = true
target = yan_smart_terrain_for_squad_levsha_stalker5_cut5_7_walk,0
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
anim = wait_na

[camper@to_zabor_2]
path_walk = zabor_2_walk
path_look = zabor_2_look
def_state_moving = assault
meet = no_meet
combat_ignore_cond = always
on_signal = ready_to_jump | remark@zabor_2 %-yan_zabor_2_already_jumping%
invulnerable = true

[remark@zabor_2]
anim = yan_zabor_1
meet = no_meet
;target = yan_smart_terrain_for_squad_levsha_zabor_2_look,0
invulnerable = true
combat_ignore_cond = true
combat_ignore_keep_when_attacked = true
on_signal = anim_end | camper@wait_cut6


;-- сцена 6 "Ремонт Установки"

[camper@wait_cut6]
danger = danger_condition
combat_ignore_cond = always
invulnerable = true
radius = 0
path_walk = yan_camp_6_walk
path_look = yan_camp_6_look
on_info = {+yan_ready_perekl_cut6} camper@go 
on_actor_dist_le_nvis = 10 | camper@yan_prikritie 

[camper@yan_prikritie]
invulnerable = true
danger = danger_condition
path_walk = yan_camp_6_walk
path_look = yan_camp_6_look
on_game_timer = 20 | %=play_sound(yan_prikritie:stalker)%
on_game_timer2 = 60 |camper@go_1
meet = no_meet
combat_ignore_cond = true

[camper@go_1]
danger = danger_condition
invulnerable = true
radius = 0
path_walk = yan_camp_6_walk
path_look = yan_camp_6_look
on_info = {+yan_ready_perekl_cut6} camper@go 
meet = no_meet

[camper@go]
out_restr = yan_space_restrictor_cut6_for_group1
path_walk = yan_vikl_6_walk
path_look = yan_vikl_6_look
def_state_moving = assault
danger = danger_condition
radius = 0
invulnerable = true
combat_ignore_cond = {=fighting_dist_ge(10)} 

[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