[logic@work1]
active = walker@main
suitable = {=check_npc_name(gar_digger_traitor)}
on_death = death

[walker@main]
path_walk = traitor_walk
path_look = traitor_look
def_state_moving1 = rush
def_state_moving2 = rush
def_state_moving3 = rush
on_signal = arrived | remark@main

[remark@main]
target = actor
anim = wait
meet = meet
on_info = {+gar_quest_kill_digger_traitor_explained} walker@caution %=set_squad_goodwill(gar_digger_traitor:enemy)%, {+gar_quest_kill_digger_traitor_going} walker@caution %=give_treasure(gar_treasure_quest_smuggler_weapons)%

[walker@caution]
path_walk = traitor_walk
path_look = traitor_look
on_info = {=dist_to_actor_ge(80) !actor_see_npc} walker@stop %+gar_quest_kill_digger_traitor_gone%
meet = meet@end

[walker@stop]
path_walk = traitor_walk
path_look = traitor_look
meet = meet@end

;[kamp@main]
;center_point = kamp_1
;path_walk = kamp_1_task
;on_info = {=dist_to_actor_ge(70) !actor_see_npc} nil %+gar_quest_kill_digger_traitor_gone =destroy_object%

[meet]
meet_state 		= 40|hello@nil|15|wait@nil
meet_state_wpn 	= 40|hello@nil|15|wait@nil
use = true
use_wpn = true
victim = 50 | actor
victim_wpn = 50 | actor
sound_start = nil
sound_start_wpn = nil
sound_stop = nil

[meet@end]
use = true
use_wpn = true
sound_start = nil
sound_start_wpn = nil
sound_stop = nil

[death]
on_info = %+gar_quest_kill_digger_traitor_done%
