[logic]
active = camper@wait
on_death = death

[death]
on_info = %-lim_construction_enemy_3%

[camper@wait]
out_restr = lim_construction_restr
combat_ignore_cond = true
path_walk = lim_construction_enemy_wait_3_walk
path_look = lim_construction_enemy_wait_3_walk
on_info = {=actor_in_zone(lim_construction_enemy_fire_zone_2)} camper@fire
on_info2 = {=actor_in_zone(lim_construction_enemy_fire_zone_3)} camper@fire
on_info3 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2

[camper@fire]
out_restr = lim_construction_restr
path_walk = lim_construction_enemy_fire_3_walk
path_look = lim_construction_enemy_fire_3_look
radius = 50
def_state_moving = sneak_run
on_info = {=actor_out_zone(lim_construction_enemy_fire_zone_1) =actor_out_zone(lim_construction_enemy_fire_zone_2) =actor_out_zone(lim_construction_enemy_fire_zone_3)} camper@wait
on_info2 = {=actor_in_zone(lim_smart_terrain_9_attack)} camper@fire2

[camper@fire2]
out_restr = lim_construction_restr
path_walk = lim_construction_enemy_first_floor_3_walk
path_look = lim_construction_enemy_first_floor_3_walk
def_state_moving = assault